c520f0 No.14878802
getting somewhere in life edition
Resources
>>>/agdg/
>>>/vm/
>#8/agdg/ via irc.rizon.net
>Dev resources: http://8agdg.wikidot.com/resources
Links
>Wiki: http://8agdg.wikidot.com/
>Beginner's guide: >>>/agdg/29080
>Previous thread: >>14849812
Announcements
>QUARTERLY DEMO DAY SCHEDULED FOR August 8th
>Please contribute to the wiki if you can
aa448d No.14878827
>tfw current sprint is all planning and no fun
>>14878813
Do you play as a skelebro or are you just emancipated?
c520f0 No.14878854
>>14878827
he's skinny on purpose, the idea of the nonexistent plot is that he can get fuller as the story progresses through means that we have yet to discuss
8118d1 No.14878855
>>>/v/14878682
Found a GLSL implementation of TAA using something called "variance clipping". Not skilled on this topic so I can't explain further, hope it can help you though:
https://www.shadertoy.com/view/MscSD7
8118d1 No.14878867
>>14878813
>bonfire
>the dark souls of skyrim games
6c247a No.14878877
>>14878854
>he's skinny on purpose
So the ending reveal was that he had HIV/AIDS all along, and this was truly a narrative experience worthy of current year
96b46e No.14878897
>>14878854
Having intercourse with hot female chefs around the country, who feed him delicacies for winning their heart and solving heroic tasks? Bonus points if he gets more magic spices the lewder his moves are.
c520f0 No.14878906
>>14878897
>>14878877
i repeat, nonexistent story
the original idea was to just steal from dork souls/gothic and get away with it
391706 No.14878911
>>14878906
Will it be the Dark Souls of dark fantasy soulslikes?
96b46e No.14878917
>>14878906
There are plenty of well-endowed women, who feed you if you help them, in Gothic 2.
6c247a No.14878920
>>14878906
>Nonexistant story
Doesn't stop the inevitable streamers/redditors that sniff out your game from crafting an "emergent narrative" and making their own fanon out of it, unfortunately.
aa448d No.14878926
>>14878854
Yeah I wasn't criticizing, just curious, kinda hard to see.
c520f0 No.14878933
>>14878917
i wouldn't know, i only got as far as joining the militia and then didn't bother to finish it
and i haven't even played dork souls since the original port ran like shit and the remaster doesn't run on my gpu
>>14878920
>is skinnyquest and skyrim actually in the same universe
fc826d No.14878944
I wanna make a frostpunk like game but with actual endless mode and in a different setting. Engine-wise i was thinking unreal. Story-earth has been flooded and you need to be elon musk and craft your own starship to mars.
098ba4 No.14878948
>>14878827
>emancipated?
anon………………………….
>>14878935
someone call elmar fudd, it's wabbit season again
c2fc17 No.14878955
Reposting my question from last thread:
Im staring at this issue for 2 hours straight, please /agdg/ im this close to suicide. How do you calculate velocity vectors for TAA history reprojection in OpenGL? I can only find DirectX sources. I want to use it like this in the TAA resolve later:
vec2 texCoord = gl_FragCoord.xy;
vec2 prevTexCoord = texCoord + velocity;
vec3 currentColor = texture(uCurrentAliasedFrame, texCoord).rgb;
vec3 historyColor = texture(uTAAPrevious, prevTexCoord).rgb;
Pic related is my current implementation in the geometry pass shader, these are the sources in the geometry pass vertex shader:
vHDCPosition = uCleanMvp * vec4(aPosition, 1.0);
vPrevHDCPosition = uPrevCleanMvp * vec4(aPosition, 1.0);
aa448d No.14878981
>>14878948
>anon………………………….
Uuuh…emaciated was the word I was looking for.
2923e3 No.14878999
>tfw finally making progress on engine
8118d1 No.14879031
>>14878955
Not sure if you saw this (checking shared doubles):
>>14878855
c2fc17 No.14879167
>>14879031
Thank you. As far as i can tell that guy does not render a velocity buffer, he simply exploits the fact that his camera moves deterministically to calculate the previous position. The same goes for another example i've found on that website.
I think my issues stem from DirectX and OpenGL using different coordinate systems for screen space, clip space and uv coordinates. No matter how i spin things, my image is always a blurry mess, as if i would use no reprojection at all.
73b340 No.14879180
>>14878999
win32 is the kind of thing that makes sense the third or fourth time you do it. Once you "get it" you can start seeing how you could write your startup code better than it's done in most of the tutorials (which kind of focus on writing simpler code, rather than the best code)
fe22c0 No.14879196
>>14879180
>Boost is the kind of thing that makes sense the third or fourth time you do it
>Once you "get it" you can start seeing how you could write your C++ code better than it's done in most of the tutorials (which kind of focus on writing simpler code, rather than the best code)
2923e3 No.14879269
>>14879180
>win32
What?
>start seeing how you could write your code better than it's done in most of the tutorials
I don't think I've made anything the same way that another person did it after I learned how the thing works, there's always another way that feels simpler and better and more flexible to me.
73b340 No.14879325
>>14879269
weren't you talking about setting up the OpenGL context here: >>14877242 or am I confusing you for someone else?
2923e3 No.14879390
>>14879325
That's someone else, I'm not at that early stage.
73b340 No.14879425
>>14879390
sorry about that, your posts were pretty close together
88aa70 No.14879507
Is it worthwhile to read Blender's documentation? Is it actually useful or is it mostly useless like Godot's documentation?
289265 No.14879518
Anyone here feels like a pompous faggot everytime they think of a story ?
I was thinking about some rpg (multiple choices with an actual impact)/fps homicide detective story and everything was coming to me easily and then when I thought about it 10 minutes after I felt like a pretentious hollywood tard.
c520f0 No.14879536
>>14879518
this is partly why i haven't actually done anything with >>14878813 yet
quality writefags don't get enough credit because of all the shit writefags
15c396 No.14879562
>>14879507
Blender's documentation reads like stereo instructions. It's most useful if you want to develop or script for it. Otherwise you can just read tutorials separately on it
>>14879518
>Anyone here feels like a pompous faggot everytime they think of a story ?
Step 1: come up with something simple
A lot of vidya stories were written on the spot from extremely simple outlines. The entire intro to the original Warcraft was ad libbed by the voice actor. Syphon Filter's story was something completely different and changed into one about an evil virus way later after they had basic gameplay.
A lot of people are under the impression you NEED a complex story but in reality that isn't the case. People appreciate a simple story told well. A good example of a film with a really simple story that's just told extremely well is the film Predator.
>A group of commandos conducts a rescue mission in the jungle while they're picked off one-by-one by an unseen threat
Or F.E.A.R
>A special operations group that specifically combats supernatural threats is established to deal with an army of super soldiers
Or Max Payne
>A police officer's wife is killed so he engages in a one-man war of revenge against the people who are responsible
A lot of this shit reads as super cheeseball on paper but the way it's told makes it feel really engaging in the moment. It's better to start out with a basic outline that you flesh out later than start out extremely complicated and then limit the scope of your story later due to time.
6c247a No.14879565
BY THE WAY UNITYFAGS
>>14875704
http://archive.is/mlhKO
KSP apparently logs pretty much every fucking thing you do for ad analytic purposes, and according to anon in that thread (>>14879404 and >>14879546), Unity does this out of the box too
fe22c0 No.14879573
>>14879518
Stop thinking like a traditional writefag and design your game as a system you drop the player into. Let the story emerge from and be affected by the player's interactions with said system and you'll end up with something much more maintainable than the traditional method of prescripting a bunch of set story routes and trying to keep the tangled mess coherent.
c520f0 No.14879591
>>14879565
isn't that only if you have analytics turned on?
anyone who isn't makine mobileshit should usually turn it off on principle
fe22c0 No.14879595
>>14879573
>>14879518
Oh yeah, you could also take >>14879562 's advice and tell a simple story well. Bonus points if you can tie the story's themes to the game's mechanics: at their best story, aesthetics, and gameplay are so closely tied together that they become hard to separate.
e72361 No.14879609
How do you feel about unity integrating spyware into everything?
https://unity.com/solutions/analytics#games-by-the-numbers
391706 No.14879626
>>14879518
yes
I've had a lot of ideas for backstory/lore for the next game I want to make but I'm incredibly hesitant to even write anything down because of this
15c396 No.14879631
>>14879626
>I'm incredibly hesitant to even write anything down because of this
Stop being a perfectionist anon. Something you should be aware of is that what you produce initially is probably going to suck. You need to learn from failure in order to truly make anything really good.
c520f0 No.14879640
>>14879609
you can turn it off though
ultimately you'd have to blame the dev for not turning it off, not unity for having it there
88aa70 No.14879643
>>14879609
I'm surprised people are surprised about this. Unity spying on their users is old news. There's even a GOG mix list which lists all games which spy on their users and most of those games on the list are made in Unity. https://www.gog.com/mix/games_w_potentially_telemetry
The only thing which changed is GDPR coming into full effect on 24th so now everybody has to disclose what data they collect and what they do with the data.
4ad9be No.14879652
Proof I'm still alive. Got my sprites redone so they're using vertices in world space now and transform their matrix to face the camera's plane. I realised I could get some simple shadows by just having a second matrix that aligns to the floor, so that was a nice bonus.
098ba4 No.14879653
>>14879640
>you'd have to blame the dev for not turning it off, not unity for having it there
you absolutely can blame both. a game engine should not come standard with fucking spy fuctions
c520f0 No.14879661
>>14879653
that's like saying gun manufacturers are responsible for school shootings
blame the tool user, not the tool manufacturer, or something like that
4b34f8 No.14879669
>Some anon last thread asked people to post their "asset graveyard"
>Thread dies
Here are some really bad sprites from an old RPGmaker project I did. I want to revisit again someday, probably in 3D.
88aa70 No.14879682
>>14879661
Except guns are actually useful. Telemetry only benefits devs and kikes.
e1092e No.14879686
>>14879661
That's like saying gun manufacturers by default build in the functionality that causes guns to automatically shoot up schools, and that it is the owner's responsibility to turn that off. Your comparisons to guns is retarded and you shouldn't be making them.
c520f0 No.14879692
>>14879682
well yeah, if it didn't it wouldn't be here
>>14879686
i'm not good with analogies, but i still think it sort of stands
d1cfba No.14879712
Does anyone know a good video or series on good single player level design? I remember a lot from Valve dev commentary but I was wondering if anyone has something more and in depth.
819f3b No.14879972
e8fb98 No.14879982
>can't become an art-, code- or musicfag
fug :DDDDD
4f84db No.14880152
>>14879669
Getting strong OFF vibes from those.
2a3956 No.14880209
>>14879982
What's stopping you?
e8fb98 No.14880218
>>14880209
musically illiterate, failed artist and I don't understand code
2a3956 No.14880225
>>14880218
Better start learning, bud. Or do you think people are just born with all their knowledge and talent in 3D modelling/programming/etc?
e8fb98 No.14880236
>>14880225
no but I do think I have below avarage IQ
826446 No.14880243
>>14879982
>>14880236
Do you have any samples for your old music projects or something? I could use some few for a doom map
e8fb98 No.14880249
>>14880243
nah I couldn't even figure out how to use any music programs
391706 No.14880256
>>14880236
So what, I'm a dumbass and I still learned how to code. Legitimately practice anything for enough time and you WILL get good at it, regardless of how stupid you are.
2a3956 No.14880264
>>14880236
It sounds like you have motivation and self-esteem issues. I know that feeling.
4b34f8 No.14880340
Progress on main characters model.
>>14880152
It was very much off inspired. The story was some weird shit about being a clone that gets cycled through endlessly in a grey goo scenario.
e65eb5 No.14880561
YouTube embed. Click thumbnail to play.
Two hour long documentary on cuckdev.
e8fb98 No.14880569
>>14880561
Seen this, pretty good video
I feel like I shouldn't judge him too much though, I'm not much better than him, atleast he made something
e65eb5 No.14880597
>>14880569
Better to make nothing at all than a steaming pile of shit.
8d195a No.14880623
>>14880569
>I'm not much better than Anthony Burch, at least he got married
No, it doesn't work that way.
243612 No.14880886
I need advice, I've been working with a close friend on a project for about three years now, and in the middle of all this he's taken a yearlong break once and is on the sixth month of another break working on a totally different artistic hobby of his.
While I respect his hobby, I actually want to finish this project within the next decade. He's the artist and he had some of the initial idea, but I feel like I have the passion to actually finish it. I'm thinking about just dropping this project entirely, since I can't do it alone.
03482f No.14881117
>>14880561
This fag's shitty game always looked like trash and sounded like shit, why is there even enough people following this nodev to even create this situation? Fucking hell just
1.) Learn to evaluate gameplay footage accurately. You may have to actually play some games and establish a baseline of quality to achieve this.
2.) Don't ever give a fuck until said gameplay footage is shown, evaluated and determined to be of worth.
I don't mean you guys, just shitheads that fall for flowery concepts and the equally shitty AAA trash. Do people actually spend money on this guy/project? I'm scared to look. Pic not related.
8118d1 No.14881149
fd5253 No.14881166
>>14880886
>mfw glancing that image while scrolling by
gave me a hearty chuckle, thanks anon
As for your dilemma, I'd stick with it but be brutally honest to your friend and be like "hey man stop being such a little FAGGOT and let's try and work through the rest of this". Or just cut them out, get a new artist, and then put them in the credits and leave it at that.
361ab7 No.14881213
>>14880886
Hobby artists are like that. They only want to work on it when it's fun for them. After 2 weeks they get bored and move on to doing nothing at all but pretend like they're busy.
fd5253 No.14881215
>>14879518
I have tons of stories and general ideas for stories, and I realized the ones I tend to like the most are the ones that are really simple at their core. From there I just expand on shit, add details, reinforce the existing plot elements, etc. Trying to come up with twists or "deep meanings" will always ruin shit. If you ever look at a story you're writing and think "Man this is so profound!", imagine Phil Fish saying it.
243612 No.14881350
>>14881166
I've spoken with him about it before and he said he was definitely never going to go on a year-long break again, and now I'm here. He also has always been vehemently against hiring another artist, so I may try both approaches.
Any idea how I would go about finding another sprite artist?
>>14881213
Yeah, but it's tough when the other guy feels some amount of ownership of the ideas, even when he isn't and hasn't been doing that much.
86af19 No.14881384
Working on my own inverse kinematics. Solving for rolls and gimbal locking.
>>14879609
Sorry but you are a moron if you think it's another ebul plot by the shadow government. Analytics are incredibly useful for knowing how your audience plays your game. Which can then be used to improve the monetization. Ads have nothing to do with it. It's great for finding gameplay features that never get used or are overused.
>>14880561
Greed. Never once.
5ee86a No.14881710
>>14878813
>I am the cave guardian,guardian of the cave
>Polyphemus quivers before me!
819f3b No.14881792
>>14881384
>It's great for finding gameplay features that never get used or are overused.
Also less obnoxious than having a billion achievements for simple shit.
7d40cd No.14881835
give me one reason to not make a porn game about some fucked up niche where the faggots are starving for content.
c520f0 No.14881837
>>14881835
1: your dignity
2: do you enjoy making it
if you can ignore either of these, go for it
7d40cd No.14881841
>>14881837
I can't buy shit I want with dignity bucks.
c65db1 No.14881848
>>14881835
>give me one reason to not make a porn game
Why the hell would I do that? Go for it.
e65eb5 No.14881895
>>14881384
You're retarded if you think any sort of spying could help you in the long run.
Well, I mean you are retarded for creating a fake girlfriend. Why can't you just talk to normal girls?
c520f0 No.14881903
>>14881895
whether it's ethical or not, there's no real downside to spying from the devs perspective, knowing what your audience is and what they're doing ingame can only help you tailor it to them further
you still shouldn't do it, but you'd have to be blind to not see the benefits
86af19 No.14881914
>>14881903
Don't respond to bait.
819f3b No.14881934
>>14881835
You could be making one pandering to several types of pervert. How are you going to get paid though?
>>14881903
>knowing what your audience is and what they're doing ingame can only help you tailor it to them further
Not really, any time you choose metrics there's a risk of screwing up and getting a distorted impression as a result.
>>14881895
>Doesn't like spying
>Wants a 3DPD girlfriend
7d40cd No.14881956
e65eb5 No.14881957
>>14881934
>
Wow, great argument. You sure are productive member of society.
819f3b No.14881984
>>14881956
If your target audience is people who are smart enough to use bitcoin but dumb enough to pay for porn, you might have problems. At least, I get the impression that it's not a huge segment and you're aiming for some subset of it.
73b340 No.14881985
>>14881384
It doesn't matter if it's "useful" or not. It's spyware and nobody should download your game if its doing things like that. It's not a matter of any kind of conspiracy theory: its basic decency to not spy on your users.
7d40cd No.14881995
>>14881984
the entire market maybe a fucking thread on hgg.
86af19 No.14882002
>>14881985
I think you are conflating research with spying. There's a very fine line between "Logging what websites you visit" and "You never picked up this item in stage 1".
73b340 No.14882036
>>14882002
I am, because it's the same thing. Such a system inevitably has to phone home to the developer's servers, and so you know what each users IP is, and what times they played the game, etc. And that's just the beginning, developers with this mindset usually take more information like what kind of hardware you have, what performance you have with your settings, and so on. It's a slippery slope.
If you are going to put malware in your game and dance around whether what you're doing is bad because it only reports some private things (when it should report nothing at all), and not other, more private, things, then nobody should trust anything you ask them to download.
86af19 No.14882050
>>14882036
>Such a system inevitably has to phone home to the developer's servers, and so you know what each users IP is, and what times they played the game, etc
That's already a given for any multiplayer game. Are you saying every single video game in the past has had the fault of spying on the users because your IP address inevitably has to reach their servers? How would anybody be able to gather information for their game? Is there an end to your madness?
>If you are going to put malware in your game
Your argument boils down to fearmongering. ANY program you download can have malware without you noticing. You're going to have to grow some balls and learn to put on an internet condom.
1764a6 No.14882082
>>14882050
>ANY program can have malware so its okay if i embed malware too!
73b340 No.14882087
>>14882050
Of course if I connect to a multiplayer server I am giving up my IP, I know that. But this is very different from what you are proposing, which is monitoring a single player game by having every client phone home to a centralized service to report information about how people are playing the game. (at least, that's how I imagine it would work) Single player games in the past did not connect to the developers server so that the developer can look at what you are doing. Multiplayer games in the past did not phone home to any one centralized server, you chose which servers to connect too. That way, no one entitiy can profile what the users of the program are doing: it's the difference between IRC, where servers can only see as much as people connect to them, and disagreement, where one server can see all of the activity on the service.
If you're wondering how would anybody be able to get information, the answer is they wouldn't. The world will not end if you cant use analytics (read: load your games up with spyware). If you really want it, ask users to generate demo files and send them to you through some kind of file transfer service if they want too.
It's not fearmongering: It's the simple truth that information gathering is spyware. You can try and shame people for calling you out on that, but it doesn't change what you are doing. It's true that any program that you download can have malware: but that's completely besides the point- you have admitted that the programs you will distribute definitely have malware in them! While I can feel better about downloading a "free software" program that doesn't have anything to hide, or the anti-privacy attitude you have.
bfc95c No.14882090
>>14882050
>IP address inevitably has to reach their servers
That excuse only works for multiplayer games.
>ANY program you download can have malware without you noticing
So it's ok if I add malware into my game because lol any program might have malware!
63f0ba No.14882092
It's been a while since I posted stuff. But I've made a lot of progress. I was originally planning on doing a simple 4 "digit" password system using sprites as the password characters and I had that system working. But I was convinced to change to a save system and so now I have implemented save slots into the game. Part of the reason I decided to switch is because I want to add a secret "mode" to the game that you unlock by beating it under certain conditions. The slots don't display much right now. Just the stage you're on, the score and lives, as well as whether hard mode is on(lighted skull = on) and your character. This does make the game way more accessible to beat for newbies since they don't have to keep track of passwords but on the offhand it also means that they HAVE to beat stages to see the next one since they can't use passwords to skip.
The video is to display a cheap low cost "refraction" technique that I'm working on. I was playing some Donkey Kong Country and I thought it was really neat the way the underwater levels use refraction on the underwater levels. So I've been trying to make my own version under my limitations of with some okay-ish success. I think it looks kinda cool so far.
I've also been touching up a lot of sprites and animations, mostly the player and some of the skeletons. I've started finding the giant heads a bit silly so I reduced those and made the player sprite(mostly his helmet) more closely match my original sketches. The last major thing I did was that I tremendously changed the overall feel and control of the player character. I really started hating the floatiness of the game and so I redesigned the stages to accomodate much shorter and lower jumps and I increased the players movespeed a little bit too. I also increased the attack speeds a little bit and fixed it so that the player can attack behind him when in the air.
So yeah, its coming along really well. Also my composers have started getting me music and I think it's pretty good so I'm excited for the next time I share the game, it feels so much better than it ever has before.
86af19 No.14882119
>>14882087
The issue is what type of data is being collected and how it's being used. It's open for abuse yes but analytics is not bad in itself. For example, UI engineers have to keep track of analytics to know what buttons in a certain layout are being used and to find simpler layouts for navigation. They aren't selling your information or gathering your facebook credentials. This is mundane information actually being used for the betterment of a program. For me there is a threshold of bearing analytics. I don't mind anonymizing data for how fast it took me to open an app, but I won't touch or download W10 at home.
95062e No.14882136
>>14882002
>I think you are conflating research with spying.
What makes something spying or not isn't what data is being collected, but how it's being collected. Collection of non-public data should always be done with the knowledge of all parties involved, and collecting data on someone who is expecting privacy is always spying.
Further, the line between acceptable and unacceptable data points to collect gets a lot blurrier than you're acknowledging. I think most people would be fine with gameplay data being collected, like you said, but opinions on how far to take it are going to vary wildly. Loads of normalfags honestly think that collecting your search history would be perfectly acceptable because if you have nothing to hide you have nothing to fear. That's not an exaggeration. That's real.
Loads of companies are going to push that it's reasonable to collect all kinds of data points that we would think are completely unreasonable. If they thought that it would benefit them, many companies would have a complete dossier on all of their users. I don't think it's fear-mongering or any kind of stretch to say that a company that used its digital distribution platform as a botnet to spam petitions would also use its games to secretively collect excessive data.
>>14882050
>Are you saying every single video game in the past has had the fault of spying on the users because your IP address inevitably has to reach their servers?
Obviously, the act of connecting to something from an IP is the same as telling them that IP. The issue is in retention. Video games that gather information about their users, which is then retained by the devs without the users' knowledge, do have the fault of spying.
>How would anybody be able to gather information for their game? Is there an end to your madness?
Software should obviously be able to collect data for various purposes, but it should always be made clear exactly what data is being collected. A vague line or two in the ToS about "Also, we have the right to collect data on you," isn't nearly enough for a user to make an informed decision about whether or not they want to accept it, even if it technically does count as informing them of the collection.
63f0ba No.14882147
>>14882119
This is more or less the way I see it as well. The issue I have is that it's just a stone's throw to go from collecting mundane information to collecting information that should be left alone. I think that analytics definitely does a lot of good but it's one of those problems that doesn't have a simple solution. Anytime you take something that can easily go from a good thing to a bad thing with minimum effort, there will never be an easy resolution.
It's a lot like the gun control debate, actually. Gun ownership is a really good thing, but all it takes to make bad use of it is simply to point it at someone innocent and pull the trigger. Data collection and aggregation is similar in this regard and it's going to have the same endless debate.
4b34f8 No.14882182
>>14881895
How about you fucking leave, normalfag. Shinobu-anons relationship is the most pure and beautiful thing I have ever seen come out of this website and by far a prime moment and example of anon culture.
Though, I think spying for metrics is somewhat retarded. Players should be able to at least turn it off.
>>14882147
I agree with this somewhat, though I would avoid the gun control comparisons.
9f9373 No.14882188
>>14882136
Agreed anon.
If anyone here plans on using analytics have it as an opt-in build (you could even name it, "beta tester analytics build"), and give full disclosure as to what data you're collecting + why + data retention time.
It's really not hard to be ethically sound here, but it does require some effort.
Analytics are undoubtedly useful here in the context of games; as, the people playing essentially fulfill the role of really detail oriented beta-testers.
ecaf57 No.14882258
>>14882002
It's always impolite to have any monitoring without telling the user even if it's anonymous. Adhere to the following:
- Actually have an explicit reason to do it. Just because you can is not good enough.
- Make it optional, so prompt whether to do it at startup, or have it something you can enable in the settings. Do not make it on-by-default.
- State what is collected and do not overstep.
- Do not collect personal information.
- Avoid transmitting excessive data.
Personally I don't trust data collection unless the program is open source and it can actually be verified.
>>14882147
It should be pointed out that this has less of a stigma among open source programs because of the inability to hide it, and that they tend not to be egregious because of shit like Windows.
b64413 No.14882358
>>14882188
>>14882258
In my opinion, it's best to limit analytics to opt-in hardware/performance analysis and everything else should be done by a survey on the game's website. Using analytics for gameplay improvements is unfeasible, because you won't know why users make their decisions. A gun being underused could be because it's too weak, or hard to use effectively, or it's an ammo guzzler, or it has a shitty model and animation set that offends /k/'s sensibilities. You won't really know how to improve it if users don't tell you their reasons directly.
e65eb5 No.14882406
>>14882182
>pure and beautiful thing
He's creating a puppet. If you want true love, spend time with a REAL person.
>anon culture
If you consider Imageboards to be your primary culture than the Jew has done more damage than I previously thought.
4b34f8 No.14882520
>>14882406
Reminder that one of the first stages of subversion is to shit on your host culture whilst forcing consensus to a new norm.
I will briefly humor you, schlomo. Imageboard culture is the most important culture on the internet and I am here to participate in it. If you are here for any reason other than to participate in imageboard culture then you are baiting or shilling.
Imageboards are my primary culture as I come from cultureless Canada and I wish for the cultures of the future to be a combination of classical European, protestant Christian, and imageboarder anon culture.
What he has created is no mere puppet but a modern pygmallion; a work or labour of love meant to show his idealized feminine partner made with expert skill and passion. He himself has shown greater raw ability for 3D than most here, pushing the Unreal engine to tech-demo levels.
It is admirable for the purity of why he does it, it is beautiful for the effort put in, and it is a labour entirely for the love of something he truly cares for. Your next line will be that waifus and love of that which is unreal is the work of the Jew despite it being a part of European culture even in antiquity.
Of course this is all assuming you are neither that fag from the Battlefield Five thread or the faggy Tolstoy poster.
Now, this is an AGDG thread, post game or go back to another thread.
Checking your posts I see no hint of you having worked on anything at all. Your first post was a link to a documentary on Yid-dev which could very well be an attempt to stir shit, as good as the documentary was. The rest of your posts have all been inherently antagonistic.
c520f0 No.14882538
i also have working portals to other scenes, as an alternative to the adjacent scene method
the idea for this is that you can have a scene that doesn't load everything else around it, or is supposed to be somewhere else entirely, or can be bigger on the inside regardless of how much space there is on the outside
something like a cave/dungeon/building where you don't need the surrounding areas at all
ideally i should have done this for the cave from yesterday since right now it has daylight entering it even though i want it to be dark
the way the levels are set up right now is that most of them have 8 adjacent levels that get loaded with them, and whenever you enter one of their bounds, you load/unload the appropriate levels
but then you can also have something like the castle where it doesn't need any adjacent levels, just a portal to enter it
it all sounds slightly retarded in retrospect, but at least it works without issues
826446 No.14882549
>Slade beta still doesn't support 3D floors
>check github bug page https://github.com/sirjuddington/SLADE/issues/205
>it is still not done yet
I suffer as loonix user, I just wanted to have a fully "isolated" bunker shooting area already. GZDoom Builder lags awfully bad in wine
bfc95c No.14882559
>>14882549
>doesn't make the thing he wants himself
>complains in agdg about it
4b34f8 No.14882576
>>14882520
* Unity engine.
>>14882528
Looking great.
e65eb5 No.14882606
>>14882520
Reminder that one of the first stages of subversion is to shit on your host culture whilst forcing consensus to a new norm
Anime girls aren't you host culture. I'm just repeating what your dad is saying.
>Imageboard culture is the most important culture on the internet and I am here to participate in it
Holy shit lmao you're really a lolcow. Culture is something that is grown from an ethnic people for hundreds of years. There's no such thing as "internet culture", and at best could be labeled as a "sub-culture". The internet has no ethnicity, no race, no gender. It's meaningless.
>I come from cultureless Canada
What fucking bullshit. I weep for the Canadians who have to live next to you. Canada has 200 years of Anglo culture.
>I wish for the cultures of the future to be a combination of classical European, protestant Christian
Oh, you mean the cultures that have destroyed Europe by bringing on the "enlightenment" and the destruction of the Church? Fitting for a man like you.
>a work or labour of love meant to show his idealized feminine partner made with expert skill and passion
Interest for art, but to replace human contact for a meaningless placeholder? Degenerate.
>He himself has shown greater raw ability for 3D than most here, pushing the Unreal engine to tech-demo levels
One can polish a turd, but can not turn it into diamond.
>It is admirable for the purity of why he does it, it is beautiful for the effort put in, and it is a labour entirely for the love of something he truly cares for
I admire his work effort. In many aspects he given good progress, but I fear for his sake it for all naught.
>Now, this is an AGDG thread, post game or go back to another thread.
Posted in many previous threads.
>The rest of your posts have all been inherently antagonistic.
How dare I give criticism!
826446 No.14882609
>>14882559
What is the point of learning C++ when I just barely understand how Python works?
a9ce7f No.14882641
>>14882606
>There's no such thing as "internet culture"
Spot the newfag.
bfc95c No.14882712
>>14882609
>What is the point of learning C++
There isn't, you should learn god's chosen language, C
4d6d2e No.14882726
>>14882609
How can you figure out linux but not C++?
ecaf57 No.14882741
>>14882726
Since when did you need to be a programmer to use Linux?
>>14882358
Analytics can point you much more reliably to what people are/aren't using, from there you can try to determine why. You'll rarely get enough data points to determine the first by asking.
>>14882406
Buzz off this is /v/AGDG not /pol/.
6cda5c No.14882746
>>14882609
In defense of C++? Python is a garbage language that makes no sense to me, and I've been around the programming block. I "get" C++'s syntax. It's well defined and fits in a "system". I can write (E)BNF for it and figure out what is and isn't gonna work before I even write it.
Python is a shit language is because it's dumbed-down with "simple" syntax to make it "easier to learn" and it tries to hide this implicit knowledge of "what works" and "doesn't work" from you. In that regard, Python is magic. Sure it reads like English (if you squint your eyes). And sure it doesn't have those "scary brackets" that C++ is so fond of that scares away beginners and 'confuses' them if you don't explain what they are. But those brackets describe something that is only described by Python with white space: what a code blocks is and what it groups.
Maybe I'm talking out my ass because I know how to grok code and sling abstractions, but Python is strictly a "beginner's language". The whole van Rossum meme is that "There should only be one right way to do things in Python". If that's the case, then formal correctness is more important than nice syntax. So why have magic syntax when you should be accurately describing how the program works?
This is why I think Haskell (even though it's FIOC) is a better language than Python: It's statically typed and tries to allow the programmer to EXACTLY describe what the program should do. Meanwhile, you get for range() loops in Python that uses range() to generate a sequence and then loop over that sequence. range() now has two use-cases in trivial cases, this confuses beginners and at the same time isn't "the right way to do things". Shouldn't it be "better" to have Python understand ''for i in {1,10}"?
From this you can see that Python sucks both at being a beginner's language and at being a language that prevents you from doing the right thing which for a language with dynamic typing is a laughably sad pursuit.
I know that about a handful of anons are thinking. "But C++ is a fucking awful language, way worse than Python!". And they're completely right, it is! But C++ programmers know it's an awful language. No one (sane) ever claims it isn't a god-awful language that you cut yourself on first chance you use it. But it's a practical one with backwards compatibility and speed. C++ is more clear on how the language internally works in its syntax than Python is, which tries to hide everything and makes Python seem like 'magic' to me somehow. I can't really put my finger on it, but all I know is: Every time I try to do anything with Python, whether it's to tutor someone in it or write something useful? I always have a harder time doing it than any other tool.
Now I don't go around reading specs all day and this is just some heavily opinionated opinions. But my advice is to avoid dynamically typed languages where ever you go because bugs are a fucking pain to deal with in any language, regardless of tooling. Go make an add() function in a dynamically typed language like Python and pass it a string and a number. Now imagine doing that for larger and more complex functions and you'll see how dynamic typing is garbage for anything big. Which makes Python's "do things right" thing seem idiotic considering it's fucking dynamically typed!
6cda5c No.14882749
>>14882746 continued because apparently, 8ch/v/ doesn't want long posts…
To answer your question,
>What is the point of learning C++ when I just barely understand how Python works?
Python developers try to make the syntax look more like English so it's "easier to learn, lol". Meanwhile, English isn't a good language for a program description. I'll argue programming languages aren't languages but actually descriptive formatting of glyps, but that's besides the point.
Sure you can learn Python all you want, and I implore you to continue it if you have more than 3 weeks of Python experience. C++ is a fucking horrible language, but it's practical and will never hold you back ever (granted you don't overuse certain paradigms where it isn't needed (like OOP)) Also: C++ has tons of libraries you can use, including C libraries. Then again, C++ tooling is painful to use/setup. But if it all works? It's blazing fast. This one guy wrote high performance matrix multiplication code targeted to his Skylake CPU using nothing but vanilla C++ that Python guys can only dream of being so fast. This is EXACTLY the shit you can do with C++ that it was built for: https://gist.github.com/nadavrot/5b35d44e8ba3dd718e595e40184d03f0
On the other hand, one thing Python really does nail down is having 'pretty' source code. But I argue that you can make a lot of C++ look pretty with modern features and by being careful. I find that taking my time to write C++ code that's really pretty pays off incredibly well.
Final tl;dr: C++ is a fucking horrible language, but everyone knows this and is super careful around it. Meanwhile, Python has a cultural problem of not practicing what they're preaching: doing things right. And that's nothing to say about the social justice clique formed around Python because it's hip and trendy!
>>14882712
>C
That's a weird way of writing lisp?
>>14882741
>Buzz off this is /v/AGDG not /pol/.
If it ain't code? It's shit!
6086ca No.14882766
>>14882749
>That's a weird way of writing lisp?
>lisp
holy kek
If I wasn't using Unity at the moment I'd be working in lua and C++. I really miss working with those languages.
4d6d2e No.14882770
>>14882741
>Since when did you need to be a programmer to use Linux?
If you break one thing from a bad update, like firefox abandoning alsa for pulseaudio, then it has more trial and error than C++.
6cda5c No.14882786
>>14882766
Lua has garbage syntax, my man. Squirrel really seems like a better alternative.
6086ca No.14882795
>>14882786
I'm not sure I agree with lua having garbage syntax (unless you want to do OOP, because then I would agree). I'll check out squirrel though, never heard of it before. Do you have any idea how it compares in performance to luaJIT?
c158d1 No.14882823
>>14882606
>He's a Catholic
Explains some of your retardation. Now fuck off, goon.
4d6d2e No.14882833
>>14882795
It looks like trash. I remember an anon (prob the same one) brought it up before when someone mentioned how lua does everything in fucking tables, even objects, which is slow.
6086ca No.14882847
>>14882833
>lua
>not luaJIT
Kek, who the hell would use regular lua for games?
2923e3 No.14882856
>>14882833
>run time over 5 minutes
>C doesn't even show up in the graph
How is that kind of difference even possible? Surely there's something wrong with that graph.
391e8a No.14882876
>>14882856
C was the basically first ever high-level language. The only other languages that existed at the time was stuff like FORTRAN and Assembly language. If it ran as slow as those languages, it would never had caught on.
391e8a No.14882910
>>14882876
>If it ran as slow as those languages, it would never had caught on.
By this I mean the ones on the graph, not FORTRAN or Assembly language.
b4b67b No.14882983
working on a boss fight, wheel barrow man
fd5253 No.14883072
>>14882092
I don't follow AGDG threads that much, but that looks really nice, anon. Keep up the good work!
If I might make a suggestion, though, the area in the third screenshot could use better shading. Dunno if it's just unfinished so far, but a lot of the background looks flat.
c520f0 No.14883414
AAAAAAAAAAAAAAAAA
the behaviour thing is so simple and yet it ends up looking like an absolute clusterfuck
but it works though
8118d1 No.14883526
e1092e No.14883555
>>14882856
C is more like assembly with syntax than anything else. It's extremely bare-bones.
In addition, processors have been mostly getting better at handling straight-forward code, which C produces way more of, especially compared to all these scripting languages where every variable can change type during run-time.
aa448d No.14883900
>>14883414
Why are you using visual scripting instead of code for that behaviour, anon?
c520f0 No.14883925
>>14883900
yeah, i'm starting to question it myself
pros:
>you can add semi-cutscene stuff like the npcs walking and doing some dialogue mid-fight without messing up hard-coded combat
>you can easily edit the behaviour and tell whichever npc to do exactly what you want with little hassle
cons:
<it's just not as good
i'm considering switching the combat to hard code, but we've yet to discuss what we even want for combat, let alone specific fights
aa448d No.14883950
>>14883925
I would consider using behaviour trees, they make it quite easy to splice in behaviour like that you mention. It's also fairly easy to work something visual/node based out.
https://www.please use archive.is/blogs/ChrisSimpson/20140717/221339/Behavior_trees_for_AI_How_they_work.php
aa448d No.14883953
>>14883950
Woops, forgot gamasutra is filtered.
http://archive.is/xn3VB
651988 No.14883958
Major victory just now. With the help of some Russian F.E.A.R modders I was able to figure out the issue I was having with Maya. I had no idea you were supposed to install scripts in the program's MyDocuments folder and not the root directory. Since the Root directory had the same folders in it. Now I'm able to import and export models in F.E.A.R. This'll greatly expand what I'm able to do in the engine.
My friend and I are still working on the Blender plugin, mostly because I'd eventually like other people to also mod for the game and not dig through 15 year old programs. I'll update you guys when it's finished
c520f0 No.14883970
>>14883950
>>14883953
that's basically what i'm doing already
i think you got confused because of how retarded mine looks, especially since in that example i had the OnHit and OnDeath events, which are separated from the main tree
my dialogue works the same way, but there's no events there
c2fc17 No.14883976
>tfw Temporal AA suddenly looks somewhat reasonable
>eyes can't really believe what they are seeing after staring at a terrible blurry mess for the last three hours
>headache slowly subsides
aa448d No.14883985
>>14883970
>oh yes
>oh yes
Ayy, looking good.
Right, those nodes are somehow replicated in readable C#-code? Then I guess nevermind, it's looking nice.
568b6f No.14884015
How do you make sound effects? Any decent tools or guides?
c520f0 No.14884027
>>14883985
define readable
a pointlessly convoluted one:
https://pastebin.com/Fi9XrrBE
tells the npc to move to a target, doesn't return the next node until he's reached the target, and the rest is a bunch of shit that's there tounfuck all the other problems i somehow made with the node system
a less convoluted one
https://pastebin.com/kYJTjDnu
gets how many coins a character has in his inventory
I am spaghetti, destroyer of code
651988 No.14884037
>>14884015
>How do you make sound effects?
A lot of sound effects come from people recording shit and modifying it later.
A good famous example is the sound of the Ark of the Covenant in Raiders of the Lost Ark being opened was the sound of the sound guy's toilet cistern lid being lifted.
aa448d No.14884083
>>14884027
It's not too bad to be honest, but I reacted to GetResult() in your first link. You write a bit too much code for no reason.
public override Node GetResult()
{
if (finished||alwaysExecute)
{
if (connectedTo.Count > 0)
{
return connectedTo[0];
}
else
{
AIScript aisc = parent as AIScript;
if (aisc != null)
{
if (aisc.connectIfDone.Count > 0)
{
return aisc.connectIfDone[0];
}
}
}
}
return null;
}
c520f0 No.14884095
>>14884083
yeah, i noticed it just now
some of this stuff is months old with the "i got it to work, i'll fix it up later" label and then i forget about them ever having issues
568b6f No.14884165
YouTube embed. Click thumbnail to play.
>>14884037
I was somewhat aware of that. I was thinking more of a basic guideline on how to achieve 'bigger' sound effects like magic spells, explosions or weapon slashes. I guess I should scour the internet a bit more.
>>14884067
Pretty cool.
c520f0 No.14884306
unfucked the jumping, looks less retarded. also music crossfades now
quality skeltal figthan
i really need to add more spells, fireballs get boring fast
63f0ba No.14884309
>>14883072
Yeah the colors of my art assets has been something I've been redoing a lot lately. The laptop I've been drawing them on has a sorta cheap screen and I think that the colors aren't represented super well on it which leads me to choosing bad colors. Its mostly a lack of contrast really.
>>14883526
This is really helpful information. Thanks for sharing it man.
c2fc17 No.14884415
>>14880561
This faggot really embarrasses himself once he tries to explain why the Yandere dev meme code is bad.
15c396 No.14884444
>>14884415
>This faggot really embarrasses himself once he tries to explain why the Yandere dev meme code is bad.
You really don't have to considering people have made clones of Yandere simulator that they made in hours compared to him taking years.
63f0ba No.14884457
>>14884415
Yeah, I make a point of not making fun of anyone's code because mine is honestly probably not very good either.
c2fc17 No.14884494
>>14884444 (fukken checked)
>>14884457
He was talking specifically about the string comparison if-else cases with eye color and whatnot. Just the reasons he lists why the code is bad are just hilarious.
a3fa53 No.14884508
>>14884415
Whoever made video is an unsufferable faggot on par with yandev, couldn't make it 5 mins into the video.
6cda5c No.14884540
>>14884037
>sound guy's toilet cistern lid being lifted.
Raiders of the Lost Shart
35203e No.14884550
>>14879652
>>14882092
fuck yeah, my 02/02 demo day pals are alive
a9ce7f No.14885017
>>14884494
There is actually nothing wrong with using string if nests like yandev did for eye color. It has its situations for use. Like if the user is actually being asked to type in a color for their eyes. Problem was that this wasnt the case. He could have used constant ints to act like enums (because Javascriot is shit) and then just go through an array for the color. There was no player string input.
The real meme is people pointing and laughing at CS graduate memes without thinking of possible legitimate context no matter how ridiculous. Although there are some too ridiculous.
568b6f No.14885392
>>14882092
The main character looks cool.
8118d1 No.14885444
HookTube embed. Click on thumbnail to play.
>>14881384
>Analytics are incredibly useful for knowing how your audience plays your game. Which can then be used to improve the monetization. Ads have nothing to do with it. It's great for finding gameplay features that never get used or are overused.
I don't have confidence analytics will be used for good, though.
>>14884165
Nothing specific, but you should try layering sounds:
7ef159 No.14885482
>>14885017
Yeah, there are a number of situations where at least half of the solution would be perfectly acceptable, if not even preferred. Probably mostly falling into the realm of runtime bindings.
In this example, there are just hardcoded magic values corresponding to text strings. In his general style, if that same color-matching is used elsewhere, it's almost certainly going to have the exact same block of ifs copy-pasted over, which have to be kept in sync manually every time there's a new color to be added or something different to be done when the string doesn't actually match one of the options.
If the set of eye colors is known, fixed and immutable, there's no reason not to keep them in an enumeration, or maybe in small data structures, if the string name needs to be carried along with it. Those would be extremely simple and safe to expand if more functionality like different pupils were desired. Additionally, if for some reason the player is given the option of supplying the freeform text for the eyes, it'd be both fruitless and bad UI design to expect the players to punch in the exact phrasing for a color that actually exists. Just give them a fucking menu or dropdown based on an enumeration or collection of structures.
Text matching might make more sense if there's functionality coming from an external source, or if there's functionality and binding in general is not known until runtime. By the looks of things, this is just a very simple one-to-one conversion of data. If the eye color's string were coming in externally, there'd no reason why the color itself couldn't come from the same source. Maybe some file where you could add or change a key and a value and it'd magically become a valid color and choice in every possible context where you might possibly need that information.
By the few examples I've seen, it seems like most parameters and pieces of state that are not at the lowest levels are strings. Every function is expected to know exactly the right kind of transformations and mappings for the strings, what kind of actions to take and what specific state strings to replace with other state strings, all hard-coded extremely locally.
It's almost as if he was deliberately to circumvent any of the available and mandatory mechanisms a programming language might have to help keep consistency between all the moving parts, type safety and good practices be damned. And heavens forbid some identical strings have different meanings or some different strings have the same meaning, but exclusively in different contexts.
I wonder what kind of abominations would arise if he ever picked up something like Haskell or Erlang.
b4b67b No.14885505
>>14882983
Wheelbarrow Man in game
e02be9 No.14885522
>>14885017
>Like if the user is actually being asked to type in a color for their eyes.
1) Why would I expect the user to type in a color value when I can just offer them a color wheel? That seems like pointless busy work for both me and the player.
2) If I do force them to manually enter a string for a color, I would presumably have, throughout the code, string values to compare them against, yes? At that point all I really have are hardcoded comparisons, and at that point there's no purpose to using a user input string as opposed to an actual number or an enum.
3) If they instead, for whatever reason, have to enter the color value multiple times each time it's checked to compare it against their original choice…I mean at this point I don't even know what the fuck is going on with the imaginary program.
I'm not going to argue that using string comparison is 100% bad in every case, but I don't think this is the example to use if you're trying to make the case that it's acceptable.
c2fc17 No.14885546
>>14885505
Postprocessing really goes a long way, looks spooky
7ef159 No.14885600
>>14885522
Pretty sure he wasn't making a case that yandev's specific use was appropriate, and just used his code as an example of what if-else chains and string comparisons are as a general concept.
>>14885505
I wonder how he'd look in motion. Slow,
menacing and deliberate or some speedy janky motherfucker with constant bone chittering.
b4b67b No.14885615
>>14885600
hes gonna be fast, he rams you off the edge if he hits you
63f0ba No.14885675
>>14885522
Not that guy but I'll be honest, I do string compariaons when its the easy obvious solution to a simple part of the program, even if its not ghee "best" solution
c65db1 No.14885720
I wish I wasn't such a fucking brainlet that can't even include a simple Tiled Maps library into his engine. I know I could eventually come up with some barebones simple way of doing my own maps, but I was really looking forward to using Tiled. It's times like this that I wonder if I should just accept my retardation and use Godot/Unity.
b64413 No.14885842
d53f59 No.14886467
>>14885505
I like it. Looks really good and spooky.
6c247a No.14886484
>>14885842
Can you post some generic Tiled data? I want to see how it looks
b9da9c No.14886516
>>14886484
The editor itself comes with some samples.
c47655 No.14886871
Whoa! I want to go to the beach with Godot-chan!
4d6d2e No.14886923
Why the fuck are bones so weird in blender? The bone jutting out of the dudes spine should only be one joint, but you need to create an entire fucking bone. Also, can you pivot around joins or do you need bones?
391706 No.14887151
>>14886923
What the hell are you talking about? Do you even know how armatures work?
e02be9 No.14887203
>>14886923
>The bone jutting out of the dudes spine should only be one joint
I mean…I'm not sure what it is you're trying to do, really. As far as I know, you don't make joints in Blender. Or in most 3D modeling software. You have Bone A, and the tail of Bone A connects to the head of Bone B, and where they meet you have a "joint." It's just a natural result of having one bone connect to another. You do sometimes have control bones that interact in weird ways with other bones, but I don't think that's what you're trying to do here. I think you've just fundamentally misunderstood the concept of skeletons.
>Also, can you pivot around joins or do you need bones?
Can you pivot around joints? …I'm not sure I understand the question, but my guess is no. So far as I know, animation is tied to the bones themselves, not the connections between bones. You would rotate the mesh around one or both of the two bones in the joint.
Maybe it would help if you clarified a little what you're trying to do at this specific point? I'm not sure why you think you need to extrude a bone outside the model to represent a joint. Are you maybe looking at a guide for inverse kinematics and somehow confused that for a generic skeleton guide?
6c247a No.14887358
>Timestamp
Christ, last time I did something significant was 2 years ago
027007 No.14887642
>>14887618
Maybe it's time for a new one.
feddcf No.14887649
>>14887618
>>14887642
8chan isn't fast enough to warrant whodev mondays. Keep it to 4chan.
c520f0 No.14887650
>>14887642
tbh the wiki one is horribly outdated too
6c247a No.14887654
>>14887649
I know, I'm just surprised I had shit saved from before the migration
>Old music files from 2011
Christ
6086ca No.14887655
>>14887358
>>14887618
Oh fuck this takes me back
6c247a No.14887757
>>14887655
Not as old, but still old
819f3b No.14887787
>>14887618
Classic AGDG was the shit.
6086ca No.14887955
>>14887757
Was Roidboy ever finished? I remember loving that art.
c520f0 No.14888221
minor bugfixes and polishes:
loading screen waits for the levels to load too, not just the essential stuff. so the first time you load into the game, you won't notice the empty void around you
when talking to someone he will rotate towards you overtime, not instantly
when walking through a scene portal, player position will be frozen, otherwise there's a chance that he might go in and out of the portal multiple times while it's still loading. nothing is changed for the regular level loading though
background music resets when you load a save
and now i have no idea what else to do
81c20b No.14888243
>>14888221
Is that fucking oblivion music?
c520f0 No.14888247
>>14888243
of course not, that would be stealing
e65eb5 No.14888302
I've hit a milestone. I've created a full OpenGL enviroment with only C and SDL2, with FPS controls, depth, and window resizing..
8d195a No.14888327
>>14888221
Unless those are actual portals (in which case I'd say use a loading screen instead) You probably should replace them with loading corridors because this is kind of jarring.
c520f0 No.14888328
>>14888327
yea, was about to start getting the loading screen to work for those too
c520f0 No.14888456
>>14888327
>>14888328
better?
if you're in game and only want to load a level, the loading scene gets loaded additively, checks progress of the level loading and then unloads itself
meanwhile if you want to reload the whole thing, including the essential stuff, the loading screen gets loaded normally, then it loads the ssentials which then load the levels, and during all that the loading screen keeps track of their progress
so when teleporting i can just put a loading screen there. movement and stuff is obviously still frozen
4d6d2e No.14888520
>>14886923
>>14887151
Maybe years of modding old games has messed up my understanding of this type of shit.
4d6d2e No.14888521
feddcf No.14888623
#define ifwhile(cond) \
if(cond) while(cond)
#define elsewhile(cond) \
else if(cond) while(cond)
4ad9be No.14888645
>>14884550
My friend slapped my shit and told me it would be stupid to throw away months of work. Can't argue with that.
>>14887618
Now that brings back some memories.
>>14885505
Spookariffic/10
6086ca No.14888654
>>14888623
No. NOOOOOOOOOOOOOOOOOOOOO
c520f0 No.14889059
>apply for codemonkey mobile gamedev job
>get email next day with the location
>wait a minute, i know this place
>been in the same building a year ago applying for another mobile gamedev job
>check advertisement for the current and old job
>word for word, they're nearly identical
>except that the company is named differently
well, there goes another job i'm not gonna get
if i had known i'd already done it and failed i wouldn't have applied
71a410 No.14889066
>TFW edge cases fucks up your solution so bad that you have to make a new one
68653c No.14889138
>>14884508
It annoys me that Tumblr turned against yanny and did their typical callout-post thing, and then without skipping a beat the imageboard counterculture, or whatever you want to call it, adopted exactly those talking points as if they were their own. There are a lot of opinions here that are basically identical to what you can get there, except they've been enchanted through the magic of parallel construction, so that no one cares or cares.
At least that one spitegame that was "Yandere Simulator with none of the problematic shit, and a single mom instead of schoolgirls" is dead in the water. RIP in shit, motherfucker.
8118d1 No.14889423
>>14888221
now you actually have to make the game
>>14889059
They could hire you now.
45624e No.14889496
>>14888520
All modern 3D modelling and animating tools follow this standard, so this isn't blender specific. Bones not having tails is an optimization for exported models, typically. Think of bones in terms of actual bones. The point a bone rotates around is the bone's head, and the tail is what moves during rotation. If I have a set of bones for a human arm, it would be arranged like this:
Scapula head connected to spine tail, humerus head connected to scapula tail, radius/ulna, wrist head connected to r/u, etc.
427175 No.14890076
>>14889059
If the same company calls you twice you've probably got a pretty good shot.
c520f0 No.14890085
>>14890076
it's one of those job application sites, it's not like they have any idea who i am
6c247a No.14890348
Is it possible to draw perspective correct 3D textures in SFML, or will I have to resort to OpenGL calls?
eddfab No.14890366
Reworked the base body of my faux facehugger and basically went and made a new texture, I think this one looks better, bump maps need to be applied but for some reason they look weird in Maya so I need to re-check them before applying again.
6dff91 No.14890634
>>14890085
>>14889059
Unless you have "nigger faggot" tattooed on your forehead or you just copy code from Youtube tutorials without any thought, then you were just unlucky. They didn't need you at the time, but they might now. Give it a shot.
c65db1 No.14890688
>Developers are stuck sending off this info when they playtest their own game
>Playtesters and all your players also have to send off this info.
I was going to make a simple prototype in both Godot and Unity to see which I like more, and now I think I'll just stick to Godot.
2923e3 No.14890747
>>14890688
>mfw my engine only does what I tell it to do because I made it myself
c520f0 No.14890790
6dff91 No.14890804
>>14890747
But it still probably requires OS that does the spying to run it s-so it's not like it matters anyway
c65db1 No.14890832
>>14890790
Came from when you fresh install Unity after you log in. It's the Policy text you have to accept before you can use it.
c65db1 No.14890873
>>14890790
https://unity3d.com/legal/privacy-policy
The part I screencapped is right under "I play a game built with Unity software, what should I know?"
df03c8 No.14890874
7ef159 No.14891012
>>14890747
You write a game in an engine, the engine spies on you.
You write your own engine, the OS spies on you.
You write your own OS or make a bootable game, the hardware and glow-in-the-dark CIA niggers spy on you.
You design your own hardware, the hardware manufacturer spies on you.
You arrange for your own hardware manufacturing, nation states spy on you.
Guess you just need to make intelligent self-learning and self-replicating systems that autonomously expand, gather resources, manufacture, configure and deploy devices to learn and overload any and all telemetry, present and future, with so much artificial traffic and noise in a clever enough way for it to be indistinguishable from actual traffic. Only then can you just like make game.
It's just so easy.
73b340 No.14891039
>>14890804
>tfw my engine runs on both windows and anything with X11 + POSIX + OpenGL
>tfw I didn't fall for the premade engine meme
>>14891012
>I should use malware because other malware exists
c65db1 No.14891140
>>14891012
<You write your own engine, the language spies on you
ftfy
71a410 No.14891176
Cliffs works now without stretching
8118d1 No.14891184
>>14891140
>have to set up an environment varibable to disable an anti-feature used in a software program
>>14891176
Impressive to say the least, makes me ashamed of my half-assed triplanar shader.
7ef159 No.14891219
>>14891039
I'm not saying you should use malware. Taking measures to reduce this kind of telemetry should be done whenever possible.
I'm pointing out that spying on some level is essentially inevitable these days, and it's only been getting worse over time. Worse to the point where that chain of thought isn't as completely batshit absurd as it would have been a decade ago.
People are going to be practical, and for some people, going with the horrid defaults while blissfully ignorant of what the defaults bring along with a working setup is exactly what practical means.
d53f59 No.14891220
>>14891184
Other's success shouldn't make you feel shame. That's not healthy. Take pride in your accomplishments and hard work. Not everyone is at the same place in life or has the same experiences through life.
Build on what you have and work in collaboration with others.
54ac6e No.14891233
Whatever happened to that Diablo style game on here with the funny blob guys as the playable character? I though it was adorably silly when ever he would wear a helmet.
dc2cad No.14891266
Is it bad that I don't really post updates too often? I don't really have much time, especially lately, to make vidya, been reworking my office and have a backlog of work. I see some anons post updates near daily, and I can't really do that.
bf6548 No.14891267
>>14891140
wtf i love c++ now
71a410 No.14891278
>>14891184
>Impressive to say the least, makes me ashamed of my half-assed triplanar shader
I gave up on triplanar because parallax was not working, then I've had problems with the parallax on my generated meshes and discovered tangents.
That was the whole problem and I never needed to switch, but this is more efficient, so I will keep it
c520f0 No.14891284
>>14891266
i post updates daily because my life isn't going anywhere and i have too much free time for my own god
be happy that you're busy
819f3b No.14891311
76a52e No.14891324
>>14890832
Wait, Unity requires you to log in to use it? I haven't used it in probably a decade or more.
I'm not surprised at all, but little things like this always amaze me with how people will just accept shit like that without even batting an eye.
>>14891140
And people will think I'm crazy for becoming increasingly militant about my software.
Maybe I should just accept the inevitable and start making games for dos or something.
c520f0 No.14891328
>>14891324
logging in is optional, you can work offline
aa448d No.14891343
>>14891266
I try to post something every day but sometimes it's really hard. As long as it motivates you or gives you something else, go for it, otherwise it's just needless pressure.
9db95e No.14891345
Anyone remember that one top-down pixel art shooter an anon put on steam? It looked a bit bland. I can't seem to find it.
73b340 No.14891379
>>14891284
I want to post updates every day but I don't feel like i've made enough progress to talk about it.
76a52e No.14891386
>>14891328
huh, okay then. It still rubs me the wrong way but I guess it's not like I use it anyway.
bf6548 No.14891496
>>14891012
>Just wanted to play make videogames
>Have to solve Gamergate, world hunger, and Jews, just to be abel to develop games unmolested
9db95e No.14891499
>>14891345
Never mind, found it.
c65db1 No.14891588
>>14891324
>start making games for DOS
After watching some Bisquit videos, I wouldn't mind trying that. I just need to be less of a brainlet.
9db95e No.14891609
Unityfags worried about spyware, why not just use Godot? Doesn't that have C# support?
8118d1 No.14891639
>>14891609
Yes. As a Godotfag though, I can admit that it's not yet on par with Unity, it's missing some things like occlusion culling.
https://github.com/godotengine/godot/issues/19101#issuecomment-391798744
C# support is also not "production-ready":
https://github.com/godotengine/godot/issues/19101#issuecomment-392009233
098ba4 No.14891640
>>14891609
>Unityfags worried about spyware, why not just use Godot? Doesn't that have C# support?
>>14891140
8118d1 No.14891679
>>14891640
Yeah that's just a problem with C# in general. Microshit gonna shit.
9db95e No.14891708
>>14891639
When I actually free up my schedule I want to check out Godot and do something better than my brainlet first attempt in Unity. Overall how would you rate Godot?
>>14891640
Godot, if I'm not mistaken, also supports C++ so just port everything kek.
c65db1 No.14891718
>>14891708
Not him, but I've just recently started using Godot 3.0, and so far it seems great for 2D games. I'm not sure how the 3D side of things is though, but 3.0 did introduce their new PBR renderer and such.
9db95e No.14891756
>>14891718
I have vague ideas that would work with both so that's good to know at least. What are you working on?
8118d1 No.14891802
>>14891708
I started on Godot before trying Unity, so I'm probably biased, but I really prefer the way Godot structures things.
http://docs.godotengine.org/en/stable/getting_started/step_by_step/scenes_and_nodes.html
The 3D renderer is something I'd still consider a WIP, there's some visual artifacts in subsurface scattering and screenspace reflections for instance.
>>14891756
I'm making a 3D platformer. There's a lot of nice conveniences for programming in 3D.
eddfab No.14891822
bf6548 No.14891880
So if I have a UI system, and I want to raise a MouseEnter event, would I typically create a MouseEventArgs object that is consumed only by the subscribers of that event and then discard it? It feels like I would more often than not be making a lot of instances
c65db1 No.14891891
>>14891756
Yet Another Castlevania clone. I was able to have a decent little prototype in about 2 hours from knowing pretty much nothing about the engine.
Don't Zalgo me.
7a908e No.14891928
>>14891898
I heard about a book that made you program your own C++ Doom clone, building an engine from scrap as well. The problem is: I don't know the author or the book's name. I think I could find a pdf if I knew any of those.
7a908e No.14891930
>>14891928
didn't mean to quote.
9db95e No.14891952
I remember the Hellbreaker dev mentioning the Urho3D engine. What's it like?
>>14891802
The documentation on the engine seems really good.
>I'm making a 3D platformer
Is the webm you've linked the standard movement or just a minigame/level in it. Cause it looks nice.
>>14891891
>Yet Another Castlevania clone
I made one too so I don't blame you. Aiming for a Ninja Gaiden clone this time.
Zalgo defense.
c65db1 No.14891988
>>14891952
>Aiming for a Ninja Gaiden clone this time
Nice. It should be relatively easy. KinematicBody2D has a function called is_on_wall() that returns true when you collide on the side of something so wall clinging should be relatively easy to make. Just be sure to setup move_and_slide() to have a proper Up vector and you should be set.
Z
e1eaf1 No.14892021
So I am trying to create a Node Based dialog/quest editor for my game, and I am using (((Unity))), and I'm looking into the new shader graph code just to see how they render the graph, and it looks like they are using a new UI framework, but damn IDK if it's just me or what but I cannot read this shit as it's all spaghetti code.
github.com/Unity-Technologies/ShaderGraph
They have 3+ .cs files just for opening and rendering the ShaderGraph window, Why???
8118d1 No.14892030
Just filter the spammer, don't play his games.
>>14891952
The plan is to let the player switch freely between standard running/jumping/walljumping*, the snowboard-like movement, and hang-glider style movement.
*maybe
c65db1 No.14892052
>>14892030
It might be because your pill player is blue, but I'm getting some strong Sonic Adventure vibes. Are your levels going to be really expansive? It looks like the hang-glider can cover some serious area.
9db95e No.14892082
>>14891988
Thanks for the tips. I'd like to think I've improved enough to avoid the spaghetti code I wrote before so the info will be helpful.
>>14892030
Pretty cool, though it seems like you'll have some problems keeping the player from leaving the playable area. I like the ending.
5c425a No.14892118
Anyone know any good music making software?
8118d1 No.14892124
Working on the starting area, really wish I knew how to make textures better.
>>14892052
I was thinking that the main gameplay sections where you collect items and complete quests will be smaller, something around the size of banjo-kazooie level or a little larger, and then there will be in-between sections designed more like 1080 snowboarding levels with an emphasis on going from point A to point B (and maybe some hidden side areas that you can only get to by, say, going off a ramp and using the hang-glider to fly over to it).
>>14892082
> I like the ending.
Yeah that's a bug.
c65db1 No.14892161
>>14892118
If you're wanting really chiptune-y music, Musagi and Famitracker are pretty good. I've heard good things about Sunvox, but I haven't dived deep into it yet. I've also heard people bring up LMMS as a poor man's Fruity Loops.
c65db1 No.14892206
>>14892124
>in-between sections designed like 1080 snowboarding levels with an emphasis on going from point A to point B
So is level progression pretty linear then? I feel like you might want to make a way for players to go back to previous levels if they wanted to 100% it. Maybe a wind gust you can ride on your hang glider? Then again, if it's not a collect-a-thon, they probably wouldn't need to.
How hard/easy has it been to make something in 3D for Godot? I wouldn't mind making something in 3D sometime, but I feel like it's way past my level right now.
6c247a No.14892367
>>14892118
Certainly not Acoustica® Mixcraft™ that I stupidly bought twice for minor updated versions for $40 USD each over the last decade when I was stupid and young.
Just pirate FL Studio or something, IDK
63f0ba No.14892400
>that feel when starting to regret choosing Unity when reading more about the data harvesting
Fug. I should have gone with literally anything else like UE4. Guess I deserve it for "dabbling" and letting it build into a big project before I bothered to learn everything. Now I'm not sure If I have to include some stupid fuckery about Unity's privacy policy.
ef0a63 No.14892436
8118d1 No.14892518
>>14892206
> I feel like you might want to make a way for players to go back to previous levels if they wanted to 100% it.
Yeah definitely. Not a collect-a-thon, but it will have optional challenges that people will be able to complete later.
>How hard/easy has it been to make something in 3D for Godot?
No harder than most game engines. Like other anons have said, there are convenience nodes for programming 3D character controllers as well as general physics. GDScript is designed around these nodes, so it's really easy to set up basic movement. Someone made an in-depth tutorial for making an FPS, it's a bit obtuse but should give you an idea of how to set things up.
http://docs.godotengine.org/en/latest/tutorials/3d/fps_tutorial/part_one.html
ecaf57 No.14892536
>>14892436
What's wrong with it? Actually curious because there is a need for a text standard that works with different languages, including stuff like right-to-left scripts. The emoji shit is cancer of course.
73b340 No.14892605
>>14892536
Beyond aesthetic problems like emoji's, it has a huge amount of security problems. It's not really possible to implement unicode in a secure way, as we keep seeing again and again when the newest unicode bug comes up (the last one I noticed was the "highlight this black dot" bug that crashed android phones). Websites now need to filter out insecure unicode, it's just a big mess because of this. If they got rid of the characters that can stack on top of other characters, like putting the two dots on top of the letter 'u' is actually two characters and you can just keep adding those characters so that it stacks which has caused a huge amount of bugs and lets people block out other text. Instead the 'u' with two dots on top should just be one character, that way it can't be exploited.
8d195a No.14892641
>>14892536
>The emoji shit is cancer of course
That's just, like, your opinion man
63f0ba No.14892656
>>14892641
Jesus h christ.
1c83cf No.14892704
>>14892118
>>14892367
Used LMMS many times before. It's pretty nice for making music exclusively with your computer (i.e. without MIDI instruments/audio recording which you have to do with Audacity because LMMS doesn't support it), but it's also very unstable. Has weird behavior with project saves. Also isn't compatible with some plugins including big-name ones like NI Kontakt (it'll work the first time you load it in but once you save the project you'll never be able to load it again).
Would recommend what the other anon said. Just pirate FL Studio. More stable than LMMS.
7cb685 No.14892710
>>14892641
There is no way a compiler is going to accept that
8d195a No.14892978
>>14892704
Did you use it on windows or linux? I know there's some open source software that is shit on windows because just about no one bothers fixing bugs for that since none of the regular devs use it.
d01283 No.14893181
>>14891639
>C# support
>implying you'd want Spybot Rationale in you're environment tbh.
826446 No.14893910
>>14892605
>Beyond aesthetic problems like emoji's,
Back in my days there was "smileys" which were small yellowish round thing, and nobody made a stink about it that it was not diverse enough. Now today it is exactly the opposite every snowflake wants their special version and the unicode gladly accepts those 6000 trillion new submission. That's terror.
819f3b No.14893940
1c83cf No.14893942
c520f0 No.14894008
>>14892021
i built mine up from this
https://forum.unity.com/threads/simple-node-editor.189230/
this is the important stuff just for drawing
the main window
[MenuItem("Window/Node Editor")]
static void Init()
{
window = (GraphEditorWindow)EditorWindow.GetWindow(typeof(GraphEditorWindow));
window.SetupNodeTypes();
}
the nodes
Node temp = canvas.nodes[i];
temp.ID = i;
temp.pos = GUILayout.Window(i, new Rect(temp.pos.x + zoomDelta.x, temp.pos.y + zoomDelta.y, temp.pos.width, temp.pos.height), temp.DrawNode, i.ToString() + "-" + temp.Type());
where DrawNode is your node specific function for what to draw inside of it
in my case, the base node has a virtual DrawNode function, and everything else overrides it
public virtual void DrawNode(int id = 0)
{
ID = id;
OrderGets();
OrderReturns();
DrawAdditionalFields();
if (GUILayout.Button("Attach"))
{
if (attaching == false)
{
attaching = true;
attachNode = this;
}
else
{
if (attachNode != this && !attachNode.connectedTo.Contains(this))
{
Attach();
if (attachNode.Type() == "If" && attachNode.connectedTo.Count > 2)
{
attachNode.ReorderConnections(attachNode.connectedTo[1], this);
attachNode.connectedTo.RemoveAt(2);
}
}
attaching = false;
attachNode = null;
}
}
if (GUILayout.Button("Detach"))
{
Detach();
}
if (GUILayout.Button("Delete"))
{
Detach();
Delete();
}
GUI.DragWindow();
}
86af19 No.14894255
Rigging bones in C# for some smexy real time IK deformations. Unity has some dam powerful Quaternion functions that make Unreal cry. Shoulders move up and down and wrists get local y rotations corrected.
e1092e No.14894320
>>14894255
your waifu looks really bony, you should probably feed her
c520f0 No.14894674
another minor improvement that hopefully won't fuck the game in the long run
i split the combat and non-combat behaviour in two scripts
main reason for this being that i keep seeing delays in the combat that bug me, the cause of this being that i usually read the scripts in FixedUpdate, as a precaution for performance
so now the regular behaviour is read in FixedUpdate, but if the npc has a target, the regular behaviour stops being read, and in LateUpdate the combat behaviour starts being read
if there's no combat behaviour the ai will just follow you and attack if he's in range
and i guess this is slightly easier to manage too
so now hopefully it's noticable in vid related that when he finishes a jump, he immediately starts casting that fireball, rather than moving towards me for a second and then doing it
on an unrelated note, does anyone know how i can get canvas text to be visible on any background? i'd imagine with some kind of text shader to change color but i have no idea how
>>14894255
so how exactly did you do it? you rotate the elbow if the wrist is rotated out of it's constraints? and similarly move the shoulder if the arm gets routated too much?
86af19 No.14894751
>>14894674
>so how exactly did you do it? you rotate the elbow if the wrist is rotated out of it's constraints?
No. You recreate Blender's bone constraints so it's different for the elbows and wrists. The wrists just copy the local y rotation of the hands. The shoulders calculate how high up the bicep is in local space and then lerp some local x rotation offset with it. Same thing for moving it forward.
>BWOOP
>ALA CALAMAR
Lol. What's your dude saying?
c520f0 No.14894756
>>14894751
>Lol. What's your dude saying?
it's just stock gachimuchi sound effects
the fireball is van saying WOO or something, might be a higher pitched "fuck you" but i can't tell for sure
the healing scroll is billy's "how's that for power, huh?"
e1eaf1 No.14894770
>>14894008
Wow someone actually helpful in a /AGDG/ thread thanks
35203e No.14894869
>>14888645
good friend
Wish i had friends like this
73b340 No.14894909
>>14888645
I like seeing your progress, don't give up! Your stuff is really great.
01fd02 No.14895024
YouTube embed. Click thumbnail to play.
>>14880561
Argent does it better
b48b69 No.14895191
I'm the Anon who said I wanted to created a physics-heavy game with SDL2 in C…
I'm sorry I was so rude to the people who said it would be too much for me. You're absolutely right. 3d physics and maths is fucking insanely difficult.
Like my women, I'm sticking to 2d.
4d6d2e No.14895320
Debating on whether or not to put my game on hold and go the /biz/ route with investing until I can finally quit my job and dev full time.
c520f0 No.14895323
updated the thing that can trigger scripts - previously i had it put on an inventory that would force an npc to attack me if he's alive, otherwise it would let me loot it. and that was triggered when i clicked said inventory
now i added the option to also work as a trigger volume
also if there is no script in the component, it will try to find an OnScriptTrigger node in the target and tell him to run that branch of his script
example:
player enters trigger volume
it doesn't have any script assigned, so it checks the event nodes in the target(cave guard) script
there's one such node, with the same index, so we start running through that branch until it finishes
OnScriptTrigger -> If cave guard has not talked to the player -> Move+Talk to the player -> cave guard talked to player = false -> end the branch
so aside from this, you could still have other OnScriptTrigger nodes in the same script with different indexes
the better way to do this would have been to just force the target script to run a branch from a separate script in the trigger volume, and i could probably still do that in the future but i really want to avoid mixing them
af9ebe No.14895359
>>14895320
>and go the /biz/ route
>buy high, sell low
>post about your imminent suicide with crying wojak images attached
Keep us updated
6dff91 No.14895409
What the fuck is wrong with UE4? I'm importing a single fbx file with 1 model and some animations, weighing 20mb, 12 minutes already had passed and it's still going.
c520f0 No.14895416
>>14895409
UE4 is cool and all, but that shit is really bloated
i'm literally restricted to using blueprints with it because:
if i try to compile from VS while UE4 is running, it could take 5-10 minutes
if i try to compile from UE4 it has a 50% chance to crash
and my only real option was to turn UE4 off, compile in VS, turn UE4 back on
or just use blueprints
unity might be garbage too, but at least i can work with it - compilation here per script is usually 5-10 seconds at best
920ced No.14895496
>>14895409
Don't open 10 projects at the same time.
6dff91 No.14895605
>>14895409
It's still importing but I guess I found the reason why it's taking so long. The rig inside the file has about 400 bones and UE seems to dislike large number of those.
c520f0 No.14895615
>>14895605
>400 bones
nigga wat
86af19 No.14895640
Oh hey the site is back. I finished my IK with the deformation fixes. I tied the targets to a sphere but it can have it's own individual target and pole. All nicely lerped so it can blend between any currently playing full body animation.
e65eb5 No.14895648
I now have textures, rotation, and mouse control in.
17cb42 No.14895672
>>14888302
>>14895648
Good job, keep it up.
6dff91 No.14895751
>>14895615
Rigify has gorrilion hidden bones.
>>14895640
That shoulder movement looks great.
I have a complaint, when her hands transition between being raised up and resting on legs, they go along a weird arc that has unnatural feel to it.
b48b69 No.14895800
>tfw have literal, diagnosed OCD
>tfw can't stop thinking about making this game idea I have
>tfw have to get through exam-block first
c520f0 No.14895819
>>14895800
just fail through life like the rest of us, worked out great for me
86af19 No.14895863
>>14895751
Yeah that's just to show the lerping. Ideally the target and poles start at the animation. So the lerping shouldn't be visible.
>>14895819
I'd hardly call depression during college, failing at life.
7ef159 No.14896182
>>14896172
I like the working title. Sounds exciting.
936247 No.14896596
Remind me to double check catalog. That search box was an imposter.
If RPGMaker is bad but i don't plan any big, serious project and not acquainted with Godot, then is OHRRPGCE can be seen as good choice? Sure, it is looks like straight outta MS-DOS, but i think it only add tiny bit of charm.
pic unrelated
2579af No.14896695
>>14896596
RPGMaker is only bad if the player can tell it's RPGMaker and they bring their frankly perfectly justified preconceived notions of what an RPGMaker game is to the experience. Use 0 stock assets for anything, sound affects to UI elements must all be custom, modify the battle system via YOUR OWN scripts, not just Yan'Fly stuff because that's basically default now. Then make sure the game is actually good and there you go.
c520f0 No.14896809
is there any way i can get a 3d object to move around the screen and look as if it's orthographic, even though the camera is actually perspective?
if it just keeps the same rotation as the camera, perspective kicks in and it ends up looking like it's rotating
i also tried getting it to rotate towards the direction of the camera, but even then it seems like it's rotating a bit
there's some obvious formula here that i can't think of
d53f59 No.14896834
>>14895605
Total number of bones in the human body: 206.
24 of those are ribs.
6 are in the middle ear.
14 are in the face. 8 in the skull.
In a healthy human, these bones do not form joints that would require animation.
>>14895863
>I'd hardly call depression during college, failing at life.
That's the problem with being young. You don't have the experience to put anything into proper context. Only later will you understand the true magnitude of your mistakes. And your successes.
I did that donut tutorial for Blender. I think my HDR lighting setup turned out OK. Going to try the lightbulb modelling tutorial next.
6dff91 No.14896893
>>14896809
Maybe try rotating the object and the light source with the camera as the axis? This way the object keeps facing the same direction and keeps the same distance relative to the camera and therefore always retains the same optical size like in the webm.
Or you could have a camera make a render texture with the object you want and put that texture on some plane?
af9ebe No.14896894
>>14896834
Give the light some color and move it to one side, maybe tone down the strength, too.
It looks way too evenly lit, kinda boring like a canteen or a cubicle.
Maybe add a plane out of frame that emits a warm color, simulating an open window or something.
b48b69 No.14896928
What's the primary performance-killer for games?
Say, for example, you had an engine that was trying to simulate life. Instead of working at the atomic level, imagine you approximate it to size X, meaning that you don't think of billions of atoms but instead generalize it to about a cubic millimetre. Now, imagine size U being the total volume of space that you could simulate on a decent PC.
In my mind, if you developed the physics to handle all this, you could probably simulate millions of points at once but it's actually rendering it to display that's the resource-hog.
b48b69 No.14896963
>>14896928
And obviously I know the question won't be answered but I just want to see if anyone has thought this and found something to help them getting a better picture.
For example, say you represent each """atom""" as a point in a 3D plane. Maybe you just want to implement basic gravity on these objects. To do so and show this on a screen, it may take the equivalent of 30 multiplications. If a CPU can perform X calculations per second then you have a rough idea of what's possible. OBVIOUSLY this becomes more difficult when it comes to things like GPU optimization but is there some way to get a ballpark understanding of where the limits of a PC are?
Am I making any sense?
c520f0 No.14896976
>>14896893
as far as i can understand, this should have placed it at a constant distance and rotate it accordingly, but the rotation still seemed wrong
Vector3 temp = Input.mousePosition;
temp.z = 15f; // Set this to be the distance you want the object to be placed in front of the camera.
temp = Camera.main.ScreenToWorldPoint(temp);
Vector3 dir = temp-Camera.main.transform.position;
_cursor.position = Camera.main.transform.position+dir.normalized*distToCursor;
_cursor.rotation = Quaternion.LookRotation(dir);
in any case i think i'll just leave it with perspective, the whole point of the cursor is to point at something, as long as it does that it doesn't really matter which direction it's coming from
6dff91 No.14896993
>>14896976
Why won't you just make it into a sprite?
4d6d2e No.14897002
>>14896928
>>14896963
I barely read anything you said, but if you're doing millions of calculations per frame you have to use the GPU for them. You're going to have to figure out what the limitations are yourself really.
c520f0 No.14897021
YouTube embed. Click thumbnail to play.
>>14896993
my artist wanted to try this, but for it to also work over on the UI
we could to that with a spritesheet but this is the easier option
ba7b8e No.14897086
>Trying to make the jump from GameMaker to Godot.
>Also trying to make the jump from 2D to 3D.
Holy shit, it suddenly makes sense why the majority of indie trash is 2D. 3D requires you to have paid attention beyond the first few weeks of high school algebra.
I'm noticing a lot of holes in Godot's documentation. Am I making a mistake trying to learn 3D dev in a WIP engine?
6dff91 No.14897090
>>14897021
Wouldn't making a separate orthographic camera to render the pointer on top of the main camera do exactly what you're trying to do? I still feel like I'm not getting something, though it sounds intriguing.
c520f0 No.14897102
>>14897086
give up while you still can
>>14897090
i wasn't sure if that would work considering that i'm using Camera.main.ScreenToWorldPoint
like the main (perspective) camera it should be somewhere, but according to the orthographic camera it might not be in there
e1092e No.14897115
>>14897086
Now try to write code where there is no fixed "up", e.g. you're standing on a tiny planet.
6dff91 No.14897135
>>14897102
But the position of the cursor on the screen and what point in the world it corresponds to is all that matters in this case. Since orthographic view flattens everything to 2D you can just make the object follow the cursor position because you don't have to worry about the perspective.
>>14897086
Just switch to Unity, it does all the math you could ever want for free*
c2fc17 No.14897147
Implemented SSAO, using "Scalable Ambient Obscurance". Now it's either depth of field or screen space reflections next.
d53f59 No.14897171
>>14896928
Weak force, strong force, E&M, gravity. Look up multi-body physics and interactions/forces resulting from field forces.
Now think about what type of precision you need to get things like static friction and surface tension to result from accurately simulating these field forces.
Sounds like you are at least interested though. Take some physics in highschool once you get there. Also, this board has an age requirement.
b48b69 No.14897181
>>14897171
>Yippee wahoo!
>Pfft. Grow up kid.
d53f59 No.14897195
>>14897086
No. I did the same when Ogre3D was pretty heavily a WIP.
You should start very simple though. Draw & simulate lines (vectors), spheres, planes, and spend a lot of time with the camera system. Also spend some time learning matrix-matrix, matrix-vector multiplication, rotation & translation matrix math (just the very basic linear algebra stuff). Do some problems on graph paper and work through the actual matrix multiplications to rotate a vector. You have to understand the fundamentals are you will be very frustrated. What order should you apply translate, scale, and rotation to objects? About what origin? What does this look like in "godot math"? Take your time to work through it and understand it. Takes notes.
d53f59 No.14897200
>>14897181
What, I gave you a real answer and a direction to get more info? How much spoon feeding do kids expect these days?
ba7b8e No.14897216
>>14897102
>give up while you still can
A little suffering isn't gonna stop me, faggot.
>>14897135
>it does all the math you could ever want for free*
What does Unity do in that department that Godot doesn't? If Godot is viable to learn on, I'd prefer to stick with it, because it's open source, and because of the numerous problems with Unity and Unreal. I think I would sooner consider Unreal as an alternative than Unity.
b48b69 No.14897233
>>14897200
Shut up, fatty. Go be more of a loser.
6dff91 No.14897254
>>14897216
I was half-joking and I have yet to try Godot to actually judge it. Though I have to say Unity is just so simple I'm often blown away by how much I don't have to learn.
f34634 No.14897832
>>14878854
>he can get fuller as the story progresses through means that we have yet to discuss
Cannibalism? Capitalism?
c520f0 No.14898062
>>14897135
why yes, i am an idiot
i was supposed to call ScreenToWorldPoint from the orthographic camera
>>14897216
>A little suffering isn't gonna stop me, faggot.
how about a lot
aa448d No.14898131
>>14896928
>>14896963
Google N-body simulation.
>>14897086
One way to make the jump is to do 3D graphics with 2D gameplay. It's still a jump, but less of one. Makes it easier if you're not too good with the math.
e65eb5 No.14898630
>>14897171
>>14897200
Go eat a salad, fatty.
6c247a No.14899232
>>14888302
How do you force perspective correct rendering?
Every documentation I've read suggests that it happens automatically by the hardware, but if I try to draw 2D textures in SFML and scale the corners down, it doesn't account for depth and it ends up looking sheared.
c2fc17 No.14899658
Sorting and instancing is a bitch
>>14899232
>if I try to draw 2D textures in SFML and scale the corners down
What do you mean by this?
c89d60 No.14900314
>>14891639
the occlusion culling is a real pain tho, i had to tweak gameplay to work in smaller areas
8118d1 No.14900321
>>14900314
Yep, it's my most-needed feature by far. It's planned for 3.2 (next next major release).
https://www.patreon.com/posts/17595598
c89d60 No.14900355
>>14900321
Its a shame is going to take that long, godot was my to go engine for my city building autism