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

File: e669e7ea44a4d87⋯.jpg (17.68 KB, 300x300, 1:1, medium2.jpg)

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

c520f0 No.14878813

File: 3f6e2455acc4358⋯.webm (10.24 MB, 800x600, 4:3, demo 2018-05-30 20-14-31-….webm)


aa448d No.14878827

File: 7e500774625354d⋯.jpg (75.71 KB, 400x302, 200:151, anon_goes_spelunking.jpg)

>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

File: b22b81335ab3377⋯.jpg (120.07 KB, 655x592, 655:592, sadsefe.jpg)

>>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


fe22c0 No.14878935

File: f50b812589421bf⋯.png (707.13 KB, 742x1246, 53:89, rabbit rabbit wellbeing.png)


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

File: 12863941d0e3320⋯.png (14.69 KB, 526x152, 263:76, motion vectors.PNG)

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

File: 1b68f184db7a2c7⋯.png (23.76 KB, 551x300, 551:300, 1b68f184db7a2c72b70c951d9b….png)

>>14878948

>anon………………………….

Uuuh…emaciated was the word I was looking for.


2923e3 No.14878999

File: 19d890f71918bae⋯.png (56.18 KB, 236x247, 236:247, 1810.png)

>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

File: be2f0fb3ccc8991⋯.png (403.8 KB, 1004x1000, 251:250, welcome to boost.png)

>>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

File: d496ec3389eb235⋯.jpg (100.78 KB, 1024x768, 4:3, max-payne-was-the-game-tha….jpg)

>>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

File: c6b5d184faa1a79⋯.jpg (452.01 KB, 1280x1324, 320:331, 1488333850853.jpg)

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


60060d No.14879627

File: 3a4e16f3c3c600d⋯.jpg (21.9 KB, 741x530, 741:530, No_7.jpg)

>>14879609

>>14879565

Not big surprise.


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

File: 681f152a54d8aaf⋯.mp4 (3.13 MB, 1268x710, 634:355, billboard sprites.mp4)

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

File: df3c304047084cf⋯.jpg (10.27 KB, 300x229, 300:229, df3c304047084cf8329c04d0f1….jpg)

>>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

File: 0a34ff03857fc3c⋯.png (59.85 KB, 640x480, 4:3, Inthecity1.png)

File: 5b94557e6a1eaf3⋯.png (1.32 KB, 63x92, 63:92, Axeman.png)

File: 8af6a28ad929a07⋯.png (1.47 KB, 90x85, 18:17, Friendly.png)

File: 3694f69b80c3503⋯.png (1.92 KB, 200x160, 5:4, Swordsman.png)

File: acf41ecb0ce02ab⋯.png (1.46 KB, 100x80, 5:4, Seker.png)

>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

Ah fuck I enginedeved.


e8fb98 No.14879982

File: 24226308dd5ae6e⋯.jpg (112.34 KB, 673x955, 673:955, DecgY1sV4AAT3Gx.jpg)

>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

File: 80422d586244db5⋯.jpg (24.33 KB, 474x473, 474:473, 1494840291453.jpg)

>>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

File: 08da80c76484acc⋯.png (212.17 KB, 1280x688, 80:43, ClipboardImage.png)

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

File: f05bf65d4ccc1bf⋯.png (777.75 KB, 1000x562, 500:281, 1527097645219.png)

>>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

File: 3f64c00e5e36da6⋯.jpg (184.51 KB, 1436x917, 1436:917, 1525751141871.jpg)

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

File: ee5459f48ea53fa⋯.jpg (117.94 KB, 1024x768, 4:3, 000095793.jpg)

>>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

>>14881117

$5,311 a month


fd5253 No.14881166

File: 0ac33ac45229a7c⋯.png (134.39 KB, 320x240, 4:3, MIKE.png)

>>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

File: 7e4656f7b5b78dd⋯.webm (6.3 MB, 500x500, 1:1, IK_rolls.webm)

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

File: 7c4e322fedde09c⋯.webm (651.4 KB, 480x480, 1:1, sand guardian.webm)

>>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.


c520f0 No.14881884

File: 1816ea03f0169d8⋯.png (907.02 KB, 913x1024, 913:1024, 1816ea03f0169d83ec429c721b….png)

>>14880561

jesus christ


e65eb5 No.14881895

File: b057856bf800472⋯.png (172.78 KB, 680x344, 85:43, b057856bf800472f39d8aaf006….png)

>>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

File: 2b1b9c60fb6429a⋯.gif (496.38 KB, 500x455, 100:91, 1413798908005.gif)

>>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

>>14881934

bitcoin


e65eb5 No.14881957

File: 323b7dbd44e0a6b⋯.png (43.02 KB, 640x300, 32:15, f01f4134a35819cceeac1c4951….png)

>>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

File: 15b6190c1273b66⋯.jpg (38.6 KB, 600x600, 1:1, 1493918320203.jpg)

>>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

File: 19126fbec504f2f⋯.png (82.73 KB, 856x721, 856:721, SaveSlots.png)

File: 0b5c6da45769ff3⋯.webm (5.6 MB, 1280x720, 16:9, WaterFx.webm)

File: 820e00f1f02f6ad⋯.png (47.99 KB, 1282x714, 641:357, dead1.png)

File: 070315a22c77737⋯.png (98.77 KB, 1296x753, 432:251, stairs1.png)

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

File: 97b168de8cb6c3c⋯.png (269.66 KB, 1280x688, 80:43, ClipboardImage.png)

File: 36d9622994d9589⋯.png (270.34 KB, 1280x688, 80:43, ClipboardImage.png)

>>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

File: 927350e9b625f58⋯.png (573.42 KB, 828x718, 414:359, Jewry!.png)

>>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

File: a55486a44355006⋯.png (1.45 MB, 768x951, 256:317, ClipboardImage.png)

File: c4f762994d59c32⋯.png (296.39 KB, 354x450, 59:75, ClipboardImage.png)

File: bbea3c881a257e3⋯.png (6.08 MB, 1436x1898, 718:949, ClipboardImage.png)

File: 960942b41fac50d⋯.png (1.39 MB, 636x853, 636:853, ClipboardImage.png)

>>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

File: 8409eb02bf727fe⋯.webm (5.55 MB, 800x600, 4:3, demo 2018-05-31 11-48-03-….webm)

File: d0395337846e03f⋯.png (213.12 KB, 1049x768, 1049:768, levelsystem.png)

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

File: 8e0e12017c73e7d⋯.jpg (195.58 KB, 900x900, 1:1, 1526063489769.jpg)

File: 3057173c0b128ef⋯.png (1.21 MB, 1680x921, 560:307, 31-05-18-1527756873_scrot.png)

>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

File: f92967be46a9086⋯.png (237.12 KB, 1280x688, 80:43, ClipboardImage.png)

>>14882520

* Unity engine.

>>14882528

Looking great.


e65eb5 No.14882606

File: 84bfec46cddcab2⋯.jpg (402.92 KB, 1914x939, 638:313, serveimage.jpg)

>>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

File: 65424cc7d79fb7b⋯.jpg (16.39 KB, 353x332, 353:332, blini kot with question ma….jpg)

>>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

File: 9cc336b71260152⋯.png (144.92 KB, 702x397, 702:397, 1434921241553.png)

>>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

File: 2c9590f9b89e2b5⋯.jpg (94.98 KB, 1200x798, 200:133, IBM.JPG)

>>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

File: 574e358347d0fff⋯.jpg (81.69 KB, 800x676, 200:169, 0016_02_l.jpg)

>>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

File: 5348ad9a358e036⋯.png (1001.22 KB, 1200x725, 48:29, Chad_Luther.png)

>>14882606

>He's a Catholic

Explains some of your retardation. Now fuck off, goon.


4d6d2e No.14882833

File: 41017c02832bcb4⋯.png (5.66 KB, 600x425, 24:17, script_time.png)

>>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

File: 57808a66c960fbc⋯.gif (859.03 KB, 370x281, 370:281, 12bb44eb9a47b2fbb52782003a….gif)

>>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

File: 898b6b31bcdf557⋯.png (304.87 KB, 988x755, 988:755, barrowman.png)

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

File: 7230e52fd43d798⋯.png (145.54 KB, 1366x720, 683:360, jumpifhit.png)

File: 09738087ba57d63⋯.webm (4.71 MB, 800x600, 4:3, demo 2018-05-31 17-18-23-….webm)

AAAAAAAAAAAAAAAAA

the behaviour thing is so simple and yet it ends up looking like an absolute clusterfuck

but it works though


8118d1 No.14883526

>>14882092

Saw this explanation of a nice 2d water effect you might like.

https://forums.tigsource.com/index.php?topic=40539.msg1104986#msg1104986


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

File: 764ee3069e1d8a7⋯.png (430.8 KB, 1822x1080, 911:540, Untitled.png)

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

File: 2b1b0926d383d40⋯.png (129.59 KB, 1366x768, 683:384, exampledialogue2.png)

File: 2c9280c99444c92⋯.webm (8.12 MB, 800x600, 4:3, test 2018-02-20 21-29-56-….webm)

>>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

File: cdaecd5b05cd151⋯.jpg (137.11 KB, 1600x1128, 200:141, comfytiger.jpg)

>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

File: 21e230cc33ec1b9⋯.png (22.75 KB, 255x250, 51:50, 21e230cc33ec1b9770c1ac6bfd….png)

>>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

File: d790fc3461ec0a8⋯.png (269.69 KB, 750x430, 75:43, Screen_Shot_2016-03-04_at_….png)

File: af9ea295c257763⋯.jpg (5.46 KB, 225x225, 1:1, images.jpg)

>>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.


c520f0 No.14884067

YouTube embed. Click thumbnail to play.

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

File: 57014b6d6b4729f⋯.webm (5.25 MB, 800x600, 4:3, demo 2018-05-31 21-18-30-….webm)

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

File: 48b37bbc6ed42b1⋯.png (183.39 KB, 500x500, 1:1, 48b37bbc6ed42b1e4128c7237e….png)

>>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

File: 21be456e29780a7⋯.jpg (80.34 KB, 401x600, 401:600, indiana_2.jpg)

>>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

File: d76f09f62086128⋯.jpg (52.78 KB, 639x475, 639:475, ahmed the electrical engin….jpg)

>>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

File: 092939b05114072⋯.png (773.68 KB, 1270x703, 1270:703, barrowman2.png)

File: 6c43ceae5972c18⋯.png (759.2 KB, 1272x713, 1272:713, barrowman3.png)

>>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


5ee86a No.14885677

HookTube embed. Click on thumbnail to play.

c65db1 No.14885720

File: 91a8ecbb6ba3566⋯.jpg (53.21 KB, 261x257, 261:257, tired.jpg)

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

File: 78c91e4e8dc77fe⋯.jpg (27.61 KB, 419x467, 419:467, DeEwk4_V0AAOPRD.jpg:large.jpg)

Whoa! I want to go to the beach with Godot-chan!


4d6d2e No.14886923

File: fa9fb1ac350867b⋯.jpg (79.53 KB, 650x404, 325:202, 06.jpg)

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

File: 95b0359b3369b48⋯.jpg (21.21 KB, 600x600, 1:1, healthism.jpg)

>>14886923

What the hell are you talking about? Do you even know how armatures work?


6c247a No.14887159

File: 1aba8dcb841a30a⋯.webm (2.23 MB, 640x360, 16:9, jlmg.webm)


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

File: 91104cd509c98b4⋯.webm (1.14 MB, 640x640, 1:1, 2016-03-24-1046-40.webm)

>Timestamp

Christ, last time I did something significant was 2 years ago


6c247a No.14887618

File: cd5c65e1bc32f37⋯.png (1.99 MB, 1868x4350, 934:2175, 2014-01-04.png)

Shit, this is ancient


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

File: b9a0c7d0886aa8b⋯.webm (3.44 MB, 532x532, 1:1, 2016-11-27-1905-59.webm)

>>14887655

Not as old, but still old


819f3b No.14887787

File: 8c83da9257c0c99⋯.png (32.37 KB, 695x695, 1:1, 1313502661425.png)

File: a0e3b689ee58212⋯.gif (2.59 MB, 480x428, 120:107, 1370184801980.gif)

File: 433e1c20afff0de⋯.png (866.84 KB, 1362x635, 1362:635, 1368560673319.png)

File: e6a046be843e806⋯.jpg (283.54 KB, 480x2640, 2:11, 1369654970739.jpg)

>>14887618

Classic AGDG was the shit.


e0515f No.14887810

File: 28b800a34ac5da7⋯.jpg (155.79 KB, 482x1579, 482:1579, Kimchi 005.JPG)

>>14887787

i miss Hyung


6086ca No.14887955

>>14887757

Was Roidboy ever finished? I remember loving that art.


c520f0 No.14888221

File: 816cf437cc6cc34⋯.webm (8.74 MB, 800x600, 4:3, demo 2018-06-01 11-56-58-….webm)

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

File: 5f05ecb479f4d1e⋯.jpg (6.34 KB, 222x227, 222:227, 5f05ecb479f4d1e0914af532d3….jpg)

>>14888243

of course not, that would be stealing


e65eb5 No.14888302

File: 18951123f587ccc⋯.png (16.36 KB, 1290x746, 645:373, Screenshot_2018-06-01_02-3….png)

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

File: 06c66fed7515185⋯.webm (5.6 MB, 800x600, 4:3, demo 2018-06-01 13-46-27-….webm)

>>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

File: efd75cb6522b467⋯.jpg (15.03 KB, 600x600, 1:1, BugbearSkeletonFull.jpg)

>>14886923

>>14887151

Maybe years of modding old games has messed up my understanding of this type of shit.


4d6d2e No.14888521

>>14888520

Forgot to include >>14887203


feddcf No.14888623

	#define ifwhile(cond) \
if(cond) while(cond)
#define elsewhile(cond) \
else if(cond) while(cond)


4ad9be No.14888645

File: 2f5facf50e2eaa4⋯.png (744 KB, 991x694, 991:694, Screen Shot 2014-01-15 at ….png)

File: ea54b310333ec4d⋯.jpg (343.59 KB, 800x1074, 400:537, 1400150774307.jpg)

>>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

File: 8c12d492e385eeb⋯.png (68.55 KB, 173x224, 173:224, al.png)

>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

File: c91dd77458106cc⋯.png (42.67 KB, 156x388, 39:97, ClipboardImage.png)

>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

File: 07b759c97be9c1c⋯.png (Spoiler Image, 343.68 KB, 528x800, 33:50, scared no video games.png)

>>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.


c520f0 No.14890055

File: 016f134258b051d⋯.webm (4.99 MB, 800x600, 4:3, demo 2018-06-01 20-39-16-….webm)


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

File: a5353790e593901⋯.jpg (27.12 KB, 800x282, 400:141, 800px-Perspective_correct_….jpg)

Is it possible to draw perspective correct 3D textures in SFML, or will I have to resort to OpenGL calls?


eddfab No.14890366

File: 50e3d64722572b2⋯.jpg (359.54 KB, 2048x2048, 1:1, the_horror.jpg)

File: 9880f7913882098⋯.jpg (338.63 KB, 2048x2048, 1:1, the_horror2.jpg)

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

File: ee08567545c75dd⋯.jpg (52.63 KB, 639x276, 213:92, done with Unity3D.jpg)

File: b611700dd77be58⋯.png (62.38 KB, 213x260, 213:260, 1407984851568.png)

>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

File: 4821d29516f577b⋯.jpg (40.43 KB, 590x550, 59:55, 100.jpg)

>>14890688

>mfw my engine only does what I tell it to do because I made it myself


c520f0 No.14890790


6dff91 No.14890804

File: 12a54da40be35ed⋯.png (281.02 KB, 593x635, 593:635, ClipboardImage.png)

>>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

>>14890804

Looni- oh wait


7ef159 No.14891012

File: 18be5f274c5ac29⋯.png (246.44 KB, 800x831, 800:831, gamedev.png)

>>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

File: 5ff1ed8be59f7d5⋯.jpg (12.62 KB, 563x563, 1:1, 63a7aeb7128c4a7b6be01e7655….jpg)

>>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

File: aea99a7ae698025⋯.jpg (60.42 KB, 604x473, 604:473, ThanksMS.jpg)

File: f7ca132c38fc3cf⋯.jpg (82.23 KB, 1116x308, 279:77, this software may collecti….jpg)

>>14891012

<You write your own engine, the language spies on you

ftfy


71a410 No.14891176

File: 5fe813087394fc7⋯.webm (10.98 MB, 1120x538, 560:269, 2018-06-01 18-07-52.webm)

Cliffs works now without stretching


8118d1 No.14891184

File: 845f6c70e9cbd15⋯.png (2.1 MB, 1071x1068, 357:356, hidden merchant.png)

>>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

File: f97e0646a80988b⋯.jpeg (23.18 KB, 640x360, 16:9, 1462265614947.jpeg)

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

File: d68fa37498d026f⋯.jpg (46.48 KB, 500x500, 1:1, ldVVXr7.jpg)

>>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

File: 289de871d4efa8c⋯.jpg (71.96 KB, 1024x752, 64:47, 289de871d4efa8c369bd699010….jpg)

>>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

File: eaea19f48940ea4⋯.jpg (84.85 KB, 1600x1299, 1600:1299, eaea19f48940ea40ecba3324f5….jpg)

>>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?


d01283 No.14891629

File: 184d21c90fbc7cb⋯.jpeg (296.32 KB, 2556x1536, 213:128, bjarne_still_has_dual_mon….jpeg)

>>14891267

wtf, me too!


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

File: 028343c44ff8122⋯.jpg (536.33 KB, 1000x1080, 25:27, 028343c44ff8122d92eed11688….jpg)

>>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

File: a5b1db8de5b3ff2⋯.mp4 (3.31 MB, 1280x720, 16:9, 2018-05-05_08-07-43.mp4)

>>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

OK, who invited Zalgo?


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

File: 6ff86aa2261052f⋯.mp4 (5.48 MB, 1280x720, 16:9, 2018-05-27_14-32-07.mp4)

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

File: e6f1d481977b231⋯.png (349.47 KB, 597x553, 597:553, ClipboardImage.png)

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

Unicode was a mistake.


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

File: 47d748aa93eb21d⋯.jpg (90.38 KB, 537x765, 179:255, current_year_coding.jpg)

>>14892536

>The emoji shit is cancer of course

That's just, like, your opinion man


63f0ba No.14892656

File: c7ea4bb5c5c99a7⋯.png (320.65 KB, 371x470, 371:470, 1508811789967.png)

>>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

File: 155cfeb32f61b5d⋯.jpg (14.2 KB, 208x241, 208:241, 155cfeb32f61b5db0f2e3722da….jpg)

>>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

>>14892978

windows, yep


c520f0 No.14894008

File: 2b1b0926d383d40⋯.png (129.59 KB, 1366x768, 683:384, exampledialogue2.png)

File: 7230e52fd43d798⋯.png (145.54 KB, 1366x720, 683:360, jumpifhit.png)

File: afc2e4882f8e871⋯.png (79.3 KB, 1366x768, 683:384, storagetriggersfight.png)

File: 4b930a39cbe9d0a⋯.png (127.98 KB, 1360x768, 85:48, this is actually a lot mor….png)

>>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

File: ed4c9091b67e78f⋯.webm (1.9 MB, 500x500, 1:1, realtimeRigShoulders.webm)

File: 7a85e7f8d865e25⋯.webm (1.18 MB, 500x500, 1:1, realtimeRigHands.webm)

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


86af19 No.14894358

File: be2e670c99f856f⋯.jpg (121.92 KB, 556x600, 139:150, w.jpg)


c520f0 No.14894674

File: 5e4df04fe840152⋯.png (128.69 KB, 1366x721, 1366:721, combatBehaviour.png)

File: fe2624e49ad1b05⋯.png (63.54 KB, 1366x717, 1366:717, genericbehaviour.png)

File: ee32a85576e06dd⋯.webm (6.89 MB, 800x600, 4:3, demo 2018-06-02 12-15-00-….webm)

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

File: 3c3ba7dcc308c87⋯.png (1.23 MB, 944x1448, 118:181, 69034774_p0.png)

>>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


4b34f8 No.14894800

File: 632efa8ee5bff67⋯.webm (7.88 MB, 1280x720, 16:9, 1415489750151.webm)


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

File: aa1b83360282997⋯.jpg (20.54 KB, 639x470, 639:470, dunning.jpg)

File: 94be1c7a8e98ac7⋯.jpg (187.77 KB, 1000x678, 500:339, 1239-12.jpg)

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

File: 3ebf7dd3735207b⋯.jpg (60.54 KB, 842x1024, 421:512, 3ebf7dd3735207ba98aa58dde1….jpg)

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

File: d1b539295d397d7⋯.webm (5.77 MB, 800x600, 4:3, demo 2018-06-02 16-22-54-….webm)

File: 5e16fc3248117a1⋯.png (253.66 KB, 1366x717, 1366:717, trigger volume.png)

File: ce515a4daae3db4⋯.png (112.79 KB, 1366x719, 1366:719, outsideEventsInTargetScrip….png)

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

File: cc4604750702eb0⋯.png (332.08 KB, 428x600, 107:150, unload.png)

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

File: c5b6c4cb5924fe6⋯.jpg (Spoiler Image, 20.42 KB, 252x222, 42:37, qt skelly.jpg)

>>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

File: df05e676de67e13⋯.png (35.06 KB, 543x659, 543:659, 1402894428801.png)

>>14895605

>400 bones

nigga wat


86af19 No.14895640

File: 2273f69016accc7⋯.webm (2.96 MB, 500x500, 1:1, ikWithDeformationFixes.webm)

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

File: 8974a5adea08c59⋯.png (42.43 KB, 1290x746, 645:373, engine.png)

I now have textures, rotation, and mouse control in.


17cb42 No.14895672

>>14888302

>>14895648

Good job, keep it up.


6dff91 No.14895751

File: 3c7eb9bb03b78a7⋯.png (32.08 KB, 353x518, 353:518, ClipboardImage.png)

>>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

File: e46f2352b26f9bf⋯.jpg (248.17 KB, 1372x1952, 343:488, e46f2352b26f9bf6139937322b….jpg)

>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.


e65eb5 No.14896172

File: 02707445657eb83⋯.png (359.95 KB, 1290x746, 645:373, Screenshot_2018-06-03_03-4….png)

brown bricks


7ef159 No.14896182

>>14896172

I like the working title. Sounds exciting.


936247 No.14896596

File: dbede886b0be226⋯.jpg (19.57 KB, 729x85, 729:85, guess_the_game.jpg)

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

File: cc015612f26d577⋯.webm (4.63 MB, 800x600, 4:3, demo 2018-06-03 16-19-35-….webm)

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

File: bc384b1b7addbef⋯.jpg (124.2 KB, 1920x1080, 16:9, donut6.jpg)

>>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

File: 429236f399dbab4⋯.webm (1.2 MB, 790x838, 395:419, output.webm)

>>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

File: e042882399e98f3⋯.jpg (40.52 KB, 800x450, 16:9, brainlettttt.jpg)

>>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

File: ff4b23115fa3184⋯.webm (204.89 KB, 696x364, 174:91, Unity 2018-06-03 18-08-49….webm)

>>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

File: 779c32eaf79bee6⋯.jpg (38.13 KB, 445x503, 445:503, scared-kid-holding-a-cross.jpg)

>>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

File: 2521ac0be62e8c6⋯.gif (1.99 MB, 400x400, 1:1, 1520554162811.gif)

>>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

File: bfd102da9eb74bc⋯.jpg (1.17 MB, 1920x1080, 16:9, sao progress 1.jpg)

File: 04563ab8d0baa7b⋯.jpg (652.13 KB, 1244x1409, 1244:1409, sao progress 2.jpg)

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

File: 94aed328bd05ad4⋯.jpg (251.67 KB, 1175x1000, 47:40, 20686528786d_o.jpg)

>>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

File: 9b826e0fc015fc4⋯.webm (724.8 KB, 696x364, 174:91, Unity 2018-06-03 21-10-23….webm)

>>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

File: 65ed1cde68d63ef⋯.jpg (2.53 MB, 2560x1440, 16:9, accidental aesthetics.jpg)

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

File: 019feb4fc99bb07⋯.png (1.36 MB, 970x937, 970:937, 1397159275063.png)

>>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




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