cb4f6b No.15325378
"Coding a line each day keeps the shitposters at bay" 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: >>15280894
Announcements
>QUARTERLY DEMO DAY SCHEDULED FOR November 11th
>Please contribute to the wiki if you can
5bffe5 No.15325673
Small 3D artist open for small commissions, just don't ask for detailed textures, I prefer to work on clothes since weapons are quite complicated at the moment.
If you are interested just give me a reply.
ae87e6 No.15325716
>>15325673
>Clothes less complicated than weapons
What?
5bffe5 No.15325759
>>15325716
Last time I made weapons they looked very awkward, even with references I could never make complex weapon meshes without also having horribly messy UV maps.
9d4bfa No.15326042
I love dev but it's demotivating when you realize how many things you have to do and you can barely even conceptualize all the things there is to do and what you need to account for when making something. I mostly make progress when I'm more interested in a single part/mechanic than the game as a whole.
Are there any tips for managing your mentality somehow so you can focus fully on one part at a time or something?
cb4f6b No.15326045
>Fuck I haven't touched my game all week, what can I work on quickly before bed
>Fuck everything up with whatever shit I add, roll it back until I can figure out a solution where I'm not half asleep
>Oh I know I'll fuck with particles again
>Crap can't remember how I did it before
>Oh well maybe I'll just try making constraints for once? #YOLO
This is supposed to be elastic snapping. I made it from spaghetti code, but basically every particle has a parent and if it's too far from it, then it gets the distance squared, determines just how far out of whack it is, then sets its velocity back towards that parent.
5bffe5 No.15326080
>>15326042
Develop that one thing you want to do first, save a template and move onto the next, then put the puzzle together.
2f35e9 No.15326085
>>15325673
What are your prices? I just need an anime blonde girl dressed in a maid outfit with a blue ribbon.
5bffe5 No.15326096
>>15326085
You need the girl with the dress or just the dress? rigging is usually the hardest part, since I am not putting in any complex textures I would go for around $100 to $200 USD but it really depends on what exactly you need, also 50% upfront (last time I got a commission from a developer from another channel I got a $500 USD commission with no upfront payment and the client has gone completely silent which basically means I wasted my time), you can contact me by e-mail: vanfanel.soma@gmail.com
e2ed4b No.15326100
>>15326042
It's worse when you start development, then have to do uni work then develop more ideas for even more games when you can't even work on your first idea.
I now have 4 game ideas in my head. It's torture
ae87e6 No.15326117
>>15326042
This happens to me on anything that's big. The trick is organization: make a spreadsheet and break down your project into it's components. Then break the components into smaller ones and so on. Then you'll end up with a list of small, achievable tasks and you can focus on one every week. This isn't just a productive strategy, complex projects are too big to fully conceptualize, that's why one gets overwhelmed. It's not the size, it's not knowing what you should do first.
349176 No.15326257
>>15326254
even the logo is cute
cb4f6b No.15326261
>>15326226
Hey I got a reply, my shitpost paid off
083147 No.15326298
How much would it most likely cost to hire someone to do sprite art? I'm doing it all myself right now, but I'm hoping to eventually get someone to replace all my art assets with better ones if I can afford it.
5bffe5 No.15326324
>>15326298
Depends on the level of detail I guess.
>>15326085
I have to assume you aren't interested or can't afford the average I posted but it would be nice to have a confirmation for that, silence is not the best way to convey a polite way of declining the offer, thanks.
9d4bfa No.15326639
>>15326298
It's different to want art that's above programmer sprites and art that's Metal Slug tier. It also depends a lot on how much art you need and how flexible do you want the artist to be (e.g. "let's work together" vs "make a thing for me I'll give you $xxx for it").
083147 No.15326686
>>15326324
>>15326639
I'm sure as hell not looking for Metal Slug-tier art, I'm thinking more along the lines of Final Fantasy V sprites.
>It also depends a lot on how much art you need and how flexible do you want the artist to be (e.g. "let's work together" vs "make a thing for me I'll give you $xxx for it").
I definitely need a lot of art, but I'm half-decent at spriting so I should still be able to do a bunch of it myself.
e2ed4b No.15326696
How do I mix a tactical shooter with a mediaeval dungeon crawler with total war with her set Radio future?
2576e2 No.15326810
>>15326696
By axing three of those themes.
e2ed4b No.15327108
>>15326810
You have no faith. I will teach you.
Story:
<You're Dred Furst, a teenager living in the 1990's who's interest in surfing the web results in downloading a virus that sends you to a dystopian future. Before you can find your bearings, you're captured by the "Goons", a cult that seeks to wipe all traces of fun out of society. To survive in this world, you must realize your powers of time control, find other victims of the virus who will fight with you, put some color back in this monotone world and uncover the sinister mystery behind the virus.
Gameplay:
<first-person(?), physics-heavy, tactical shooter with procedurally generated missions, fully destructible environments and a focus on co-op gameplay
349176 No.15327211
YouTube embed. Click thumbnail to play.
An introduction to an interesting series on audio production. Wonder when the first episode airs
5bffe5 No.15327782
This is a sample of something I was working on before the client ceased all communications.
8147a6 No.15327967
>>15326042
I've been there, had a lot of progress crippled due to "analysis paralysis", and I'll give you my process to eliminate that; which has been working for my current game for quite awhile.
>barely even conceptualize all the things there is to do
Distill your concept into the most essential elements.
Although, do not overplan the details, this is essential.
Just write down the gist of the whittled down pillars that support your big picture concept, into at most, a few sentences each. I'd also recommend to draw some visualizations as to "spark" that visualization. As personal drawings tend to bring back more memories/visualization than descriptions.
If you can visualize how you would achieve the big picture concept from your "pillars of design", and can see multiple paths to achieving it; you've succeeded.
Important note: do not write down the details, just the GIST, the visualization of paths to the goal is the goal of this. Writing down a single path to this goal is not advised, instead, writing down the "pillars of design" that spark the visualization of paths to the goal; is the goal.
The logic here, is that later down the line when you do pursue one of the myriad of paths to implementing each of those "pillars", in succession (which leads to exponentially branching paths to a goal), you won't have the self-doubt that arises from challenging set-in-stone concepts, and you won't be constricting your actions with some self-instilled limitation. Instead, you will visualize the many paths, and will choose the best path for you current iteration of your goal.
This approach will give you the proper mindset as to harness the most essential aspect to efficient development: a rapid cycle of experimenting/failing/improving. Fail faster, essentially.
>I mostly make progress when I'm more interested in a single part/mechanic than the game as a whole.
This makes perfect sense.
If you're stuck in the idealistic world of abstract big picture concepts you're not in an "action space", but an "idea space".
You make progress in the idea space by getting outside yourself, and immersing yourself in the exploration of a grandiose idealizations of an idea.
This is not inducive to making tangible progress.
Your perception then, of: "I mostly make progress when I'm more interested in a single mechanic", makes perfect sense; as you're in the "action space" mindset with a clear path to achieving the goal visualized.
Our minds work on goals, goals that are abstract which require many sub-tasks to achieve. Thus, these abstract goals must have the ability to be broken down into their most essential steps as to achieve them.
I.e. if you cannot visualize a path to achieving a goal, then it is not a goal, it is an idealization.
Hence, the first part of my spiel.
The next part will come naturally, as you can visualize what must come first, and what comes after. The difficult part is investing the time to make your visualization a reality.
fd54a3 No.15329074
>>15325378
Tore my Godot project apart and renamed a ton of stuff. Writing some code today, nothing specific. Not much to report, new video soonish.
17b9df No.15329219
In some thread on Unity's forums I saw this response to some guy that was asking about culling models that are out of the camera view:
>You don't have to disable the Renderer when gameobject is not shown on the screen as it will not be rendered anyway because of frustrum culling.
I've tried to test this, by making a simple script that disables and enables the renderer component when the object either enters or leaves the camera's trigger. Later I added shitton of stock models with added colliders to trigger the camera. When I tested the performance with and without my script the result was that I got much higher framerate with using my script. Can someone explain to me why my retard-tier idea seems to work better than something that was made by real programmers?
9c3567 No.15329669
I know someone out there making vivian james vidya, maybe multiple people, how much would vivian rpg maker be appreciated?
I can do a good one, with nice combat system based on final fantasy X-XII jobs systems and becoming a hooker.
Or i should say fuck it and do the original character i had in mind?
d3dd17 No.15329827
>>15327782
Got a portfolio m8?
7f2e38 No.15329864
>>15326042
Give up for a while, change the hobby, I had the same problem, I'm only interested in making single mechanics, I've never finished a single game, I switched to learning music and it's more manageable, you can get results faster, it's still related to gamedev since I always wanted to 1MA a game, when you get something done you'll be more motivated to finish other things, so take a breathing and comeback to deving when you're feeling better about it.
ae87e6 No.15329897
>>15329669
original might be best for financial reasons. You can always add a vivian skin as unlockable.
5bffe5 No.15329908
>>15329827
I am building it, otherwise I can link you to GDI's channel on YT, my very early works are there.
19e69a No.15330154
I have to press a button to start the ledge calculation thingy since there is no cacheing for now. The red cylinder is for visualization, it does draw above the ledge on purpose
7990b9 No.15330361
>>15329897
>financial reasons
I am making a game for free anon, i might not even share it in a year or so.
2576e2 No.15330489
>>15329669
From my experience developing things for other people will never bring lasting motivation, make the thing you love instead.
da8962 No.15330490
>>15329219
Because your code is optimized for your own case.
That is, Unity devs have to account for every use case, figure out the most common one, build around that, but still make it flexible and accessible for others to use
ee042b No.15330745
>fairly inexperienced at C++
>have to write gamepad input scripts
>gamepad inputs are implemented in ass-backwards ways
>everything is in pointers that don't like to work with normal functions
>write a simple "what do if controller has been plugged in or out" script
>50 lines of yanderedev-tier else ifs because of how retardedly it's been implemented
>switches don't work
>want to unfuck it
>implement a simple array with all the function pointers
>feed that to a for loop
>it works
I'm impressed I actually pulled that off somehow. Seems like I'm getting the hand of it.
cb4f6b No.15330837
>>15330745
With C#/XNA, they had a few different awful ways of handling input. You'd have a state object for mouse, keyboard, and joysticks (and xbox controller gamepads that not even MS supported) but they all had different shit and even though they were all inputs, polling them was different for each kind. It was just awful
ee042b No.15330944
>>15330837
I'm using GLFW's input handling. It's pretty consistent and simple for mouse and keyboard, and I figured that out fairly quick, but joysticks are ridiculous. There's only a callback effect and that's for when the controller's been plugged in or out. The actual controller names are pointers, so they're a pain in the ass to use in any functions. There's also no way to check one particular input on a controller, instead it's all in an array, which is also a pointer. I just want some simple fucking booleans so I could output them and have to go on a journey to get there.
cb4f6b No.15330977
>>15330944
What I did for my case is to make a simple helper class to manage keyboard inputs … it also works for joysticks, but they're a little more difficult because they can have floats for different axes.
Basically I make a struct of however many bits in size (eg SFML defines up to 120 keyboard keys, so it's a 128-bit struct), with a number of utility methods to flip particular bits.
https://hastebin.com/ebanibaqid.cs
786c09 No.15331592
I managed to get some interesting bugs changing my immediate mode code to use glDrawArrays(). I thought that the stride included the size of the data you gave it already for some reason.
>>15330944
Just use the win32 API. It will at least give you more control and documentation. But it will have even more pointers, that is just a part of such a system. You have to write your own routines to expose this behavior as a series of booleans (which should just be bit flags, not full booleans, that is less expressive).
19e69a No.15331762
>>15329669
Im adding Vivian to my game, as your love rival, she will take all the bitches if you don't step up
8e11c8 No.15332156
What are some comfy dev podcasts/streams to have on the side? I can only find faggots and tryhards. So far I only have Jonathan Blow and Solar Lune streams.
0559e6 No.15332280
Give me feedback. Should I make this game?
>>15327108
>>15327108
>>15327108
8e11c8 No.15332301
>>15332280
Translation:
>Should I write this story and attach it to over ambitious generic description of game features?
9d4bfa No.15332700
Can C++ use namespaces or something so you can refer to properties of structs without naming the struct? C can't and it's getting on my nerves.
For example instead of having to type "something.position.x", I want to change the namespace of the position in the 'something' struct, so that I can just type "something.x". For example;
struct Vec2f {
float x;
float y;
};
struct Somestruct {
using Vec2f position;
int somethingElse;
};
Somestruct something;
something.x = 10; // valid
ad2adc No.15332764
>>15332700
The feature you are referring to is called "anonymous struct", and is, ironically enough, available in C11, but not in any C++ variant. Unfortunately, it comes with the limitation that you can't use an existing struct declaration, the anonymous struct must define a new one.
However, you can use inheritance instead to get similar behavior, which is probably what you want.struct Vec2f {
float x;
float y;
};
struct Somestruct : public Vec2f {
int somethingElse;
};
Somestruct something;
something.x = 10; // valid
ad2adc No.15332781
>>15332764
>>15332700
For clarification, this is an anonymous struct:struct Somestruct {
struct { // We can't specified a predetermined type, has to be a new one. (This is because of struct padding rules.)
float x;
float y;
}; // No name, this is what makes it anonymous.
int somethingElse;
};
struct Somestruct something;
something.x = 10; // validOnly compiles in C11 and not in C++. You probably don't want this.
281b75 No.15332825
>>15332781
What's the difference between just having x and y in Somestruct and nesting them in that fashion?
63771e No.15332837
>>15332825
I'd like to know that as well
281b75 No.15332878
>>15332837
I did a quick check, and this feature makes great sense when dealing with unions. For example, if you had a CPU register type where you need to refer to each half of a 16-bit register as an 8-bit one, you could just have a.h a.l and a.x rather than say a.r.h a.r.l and a.x.
ad2adc No.15332886
>>15332825
In that particular case, none. However, consider this case:union Vec2f {
struct {
float x;
float y;
}
float data[2];
};This defines a similar kind of object. However, this union of an anonymous struct and float array allows one to access the components by using either .x/.y or .data[i]. (And yes, it is legal to access different members of a union as long as they are the same type.)
When not used in combination with unions, anonymous structs have no functionality.
You could theoretically use them to try and improve readability, but if I'm going to use structs to group some struct members together then I think it's better to name the struct whilst I'm at it.
1df27b No.15332912
>>15332700
It's not quite what you want, but you can just add float pointers to Somestruct that point to the address of position.x and position.y, then access them with *something.x and *something.y
struct Vec2f{
float x;
float y;
};
struct Somestruct {
using Vec2f position;
float *x = &(position.x);
float *y = &(position.y);
int somethingElse;
};
void test()
{
Vec2f somePos;
somePos.x = 10;
somePos.y = 20;
Somestruct something;
something.position = somePos; //now something.position.x = 10, something.position.y = 20
*something.x = 30; //now something.position.x = 30
*something.y = 40; //now something.position.y = 40
}
8e11c8 No.15332927
>>15332912
Sounds like a bad idea if you care about performance.
1df27b No.15332931
>>15332927
If you care about performance, you'd just fucking write something.position.x
If you're too lazy to write those extra characters you're too lazy to optimize
8e11c8 No.15332949
>>15332931
What has namespace related things got to do with performance of the program? It's purely for programmer convenience and code organization.
9d4bfa No.15333273
>>15332764
>>15332781
I use anonymous enums in a couple places, but yeah what I want is to use an unified struct across many structs. Kinda defeats the point if I have to change the values in every parent struct anyway.
>you can use inheritance instead to get similar behavior
I'll look into it, though it sounds a little uncomfortable. I basically just want a nicer way for referencing a property of the struct, not some fancy system that does more than I want.
>>15332912
I don't really want to add anything to the struct itself, but that's an interesting trick.
9d4bfa No.15333302
>>15333273
>anonymous enums
Anonymous unions*
366fa2 No.15333483
Anybody know anything about Unity Web? Is that discontinued now? Does it work on mobile?
Can you just code something in C# and compile it to work for unity web?
ad2adc No.15333496
>>15333273
>I'll look into it, though it sounds a little uncomfortable. I basically just want a nicer way for referencing a property of the struct, not some fancy system that does more than I want.
The thing is, when you think about what exactly you want, and how C++ handles it, it's pretty much the way of going about it. There's some minor interfacing differences, but ultimately those would be superficial in the setup you want.
The issue is that if you want a struct's variables to be part of the struct you put it in, then you can only do that once. This is because otherwise you would have multiple variables of the same name. (E.g. you have a vec3 position and a vec3 normal. If both were "integrated" into your struct, then .x could reference to both the position.x and normal.x, which is obviously a no-go. If you want to be cheeky and say "well I want normal x/y to be named nx/ny", then you might as well call the normal member "n" and access it with .n.x/.n.y. Same behavior, better clarity.
On the other side you also have to consider the advantages C++'s inheritance offers. If your object is also a position, then you can simple toss the object into any function that takes a position. So if you create a generic function that returns the distance between two positions, you can toss two entities in there that inherited a position and it'll just werk.
I understand that you're trying to avoid C++'s features and want to take a C-like approach. But writing C-like C++ code is considered bad practice, and you'll have a harder time solving issues. Either because any documentation you find is C++-like, or because the people you ask to help aren't used to C-like C++ code. If you aren't even using classes, why use C++?
391b3c No.15333518
how the fuck do you use github?
What is commiting? What is forking? How does anyone understand this shit?
ad2adc No.15333566
>>15333518
You mean "how the fuck do you use git".
Anyway a tl;dr that skips over many details is as follows:
>clone: creates a copy of the specified respository. (Normally you do this to copy the contents of a remote repository on a remote server to your own now-created local repository on a local device.)
>commit: create a new version with the changes you've made to your local repository (You can specify which changes you want to include, and leave a comment/description)
>push: push a version from your local repository to a remote repository
>pull: pull versions from a remote repository to your local respository
Do yourself a favor, install a GUI client, set up a free repository on one of the many sites, mess around with it and figure out how this stuff works.
366fa2 No.15333590
>>15333566
>>15333518
Gotta be honest I personally tried to use Github's GUI client and a few third party ones for other gits and I still could not understand how it worked at all.
It's unnecessarily complex. Just set up a google drive and enable version control.
9d4bfa No.15333591
>>15333496
>The issue is that if you want a struct's variables to be part of the struct you put it in, then you can only do that once. This is because otherwise you would have multiple variables of the same name
Isn't that the same as having x in the parent struct and x in the position struct? It's just a name conflict, I don't see why you couldn't inherit more than 1 things if they don't use the same names.
>So if you create a generic function that returns the distance between two positions, you can toss two entities in there that inherited a position and it'll just werk.
You can already do that by sending a pointer to something.position, you don't need a class for that
>If you aren't even using classes, why use C++
I like C but I'm looking at alternatives precisely because C lacks very specific little conveniences like this. I'd also love to have better varargs for instance. I'll probably eventually move to Jai anyway but I want to do my best until then.
ad2adc No.15333650
>>15333591
>Isn't that the same as having x in the parent struct and x in the position struct?
Yes.
>I don't see why you couldn't inherit more than 1 things if they don't use the same names.
You can. I was referring to inheriting the same object multiple times (a vector for position and a vector for normal), which doesn't work.
>You can already do that by sending a pointer to something.position, you don't need a class for that
Yeah but the whole discussion is about syntax ricing anyway. This allows you to omit the .position.
>I'd also love to have better varargs for instance.
What do you want out of varargs anyway?
df2880 No.15333734
>>15325673
Is that She-ra's Ethan Van Sciver Edition?
5bffe5 No.15333790
>>15333734
Yes it is, I was inspired by Shadman's take on it and made a partial costume for anyone who wanted to crossdress their Genesi 3 figure in DAZ3D.
cfd14a No.15333803
Finally got a few hours of dev in and added a weight system. Now you get encumbered if you carry too much shit. Ground breaking new features like this is what keeps my interest going.
5bffe5 No.15333935
Let's say I can make a simple clothing mesh of your choice just to build up portfolio, bring it on, give me something to work on, just don't expect me to make detailed textures or rigging, 3 people max, go.
366fa2 No.15333952
>>15333935
I mean I don't need anything but can you make a wizard hat in the shape of a massive dong and a beard made of much smaller dicks?
5bffe5 No.15333957
>>15333952
That's quite the complex task, mostly the beard.
366fa2 No.15334107
>>15333957
Right, you seem like an alright guy but like a lot of artists I don't think you understand how gamedev works, don't take this as a personal insult but more as an explanation as to why the way you're doing this won't work most of the time.
First of all, asking for 200$ for a single character is ludicrous, no indie dev has that kind of money to use on a single model. If I were working on my own and needed an artist, a single model would be completely useless to me because I would still need to make everything else. And since I'm not very good at modeling, it's likely that your character would not fit with the rest of the meshes I'd end up making.
And that's without considering if I need more additions to that model, working with a 3d modeler friend we've had to redo a lot of stuff, either because the first iteration didn't work, or because once we actually put it in the game it just didn't look good. If I payed you 200$ to make a model and realised that I needed a few changes down the line and you would not be able to provide them for me for free, that money would be completely wasted.
You can have all the talent in the world, but I seriously doubt a vast majority of people will agree to go along with this system you've set up in a long run, especially if you still need to make up a portfolio to show what you can do. It's just not going to work for the person paying you in the long run.
And you can see a clear example here in this very thread. Despite you offering your talents for free, nobody has asked for anything useful simply because they just don't need a single mesh.
If you're so desperate to expand your portfolio that you're offering to do things here for free here's two better options
>learn a minimum of programming and create small projects
Oskar Stalberg creates small interactive scripts to show off what he can do (http://oskarstalberg.com/game/planet/planet.html)
If you wanted to get some practice with clothing, why not create a small script that selects clothing randomly and have it visually show off the models you've created?
>find yourself someone that can program and work on a small project together
I think this is one of the best things you can do, sure you might make no money from it until the thing is released, but neither is the person you're working with. In the meantime you get to build knowledge about how models for games should be made and if the project gains some traction it'll put your name out there.
Either of these is better than waiting around for someone to ask commissions. There's thousands of people doing commissions for your same exact prices, it's crazy to think doing the exact same thing as all of them would be a success.
Sorry for the rant, but I keep seeing artists asking for commissions of hundreds of dollars from programmers that aren't making ANY money from their games and are just doing it to get their names out there and it's baffling to me that such few artists would be willing to also work for free just for the experience of working on something.
cb4153 No.15334297
>>15325673
Those clothes would look good if you did a few things.
Physics simulation of the clothing to add wrinkles, and to give a lifelike appearance. This is very easy to do in marvelous designer.
Detailed fiber textures. This is pretty easy in zbrush or substance painter if you get a few free brushes, and after you can bake out a normal map.
Add different materials per piece of clothing. For example, you can add cloth material to to the clothing in substance painter, and add a metal shader to the metal pins. The materials are exportable to the usual engines/formats.
Look at clothing like that in nier:automata for what you should be shooting for.
Then it wouldn't look so stale, lifeless, and boring.
Also here's a reality check, do you seriously think work of THAT quality is worth $200? No, no it's not. I wouldn't even download it if it was free w/a CC license.
>>15334107
Yup.
5bffe5 No.15334313
>>15334297
>Also here's a reality check, do you seriously think work of THAT quality is worth $200?
NOPE, those were just cheap samples that would never go that high, my 200 price tag would be for way better stuff, I think most of you are stretching it, those are the things I can do for just a few bucks with not much detail added onto them.
9d4bfa No.15334326
>>15334107
>create small projects
There's no reason for an artist to work on projects for the sake of portfolio. You just need to have good looking art/models/whateveryouwanttoactuallydo in it.
5bffe5 No.15334327
For that matter that's why I am asking for some simple requests to build up some credibility, in this case I propose the following, make a request for clothing for a standard character in MakeHuman for example, I can pretty much add it to MH and it will rig it with little to no problem.
366fa2 No.15334339
>>15334326
Yeah good luck standing out from the crowd with that.
There's no reason not to diversify what you know and good presentations (especially if interactive) can make all the difference.
17b9df No.15334357
My AI is growing stronger. When looking for an enemy it takes into account its fov, enemy's camo index, obstacles that might block sight and if it sees anything it can alert its allies. How can I fix my webms being so choppy?
cb4153 No.15334377
>>15334313
The point is, your current posted portfolio doesn't lend weight to the claim, "my 200 price tag would be for way better stuff".
Yeah, better stuff, but what evidence do we have that you can do that?
You've also stated you don't want to be asked for detailed texture work. Like, what? This is basic shit.
You don't have your workflow sorted out, and don't have enough experience to say you want to start doing commissions imo.
Basically, the way you presented yourself didn't inspire confidence.
Also, pro-tip, don't show low-quality work on your portfolio, unless you show a progression from start -> finish to demonstrate your workflow w/the finished being high quality, otherwise low-q work is a no-no.
>>15334326
Well if you want commissions, and want to entice a wide range of potential clients you need to be slightly different as to catch their eye.
You can also just be really skilled in their wanted artstyle, with what they would deem reasonable prices, but it's better to pull in as large a crowd as possible.
This is especially true if you're an independent contractor.
9d4bfa No.15334386
>>15334339
You'll have a better chance to be hired as an artist if you spend your time making kickass art pieces instead of some half assed dangly doodad for your portfolio, trust me.
1a8981 No.15334394
working on a new boss, struggling with the tail end
5bffe5 No.15334400
>>15334377
My last failed commission was a waste of time thanks to not asking for a % upfront, but whatever, that's why I was trying to grant small requests for free just recently, and even then I am met with this attitude, right now I just don't have the ideas.
>>15334394
what is the problem you have with the tail?
366fa2 No.15334409
>>15334400
>and even then I am met with this attitude
lmao
Alright then
65be89 No.15334424
>>15333518
Save yourself the trouble and use gitgud. It basically drag and drop.
cb4153 No.15334440
>>15334400
>even then I am met with this attitude
If you don't want honesty, go back to reddit.
We're giving u advice, and not just shitting on you - nothing is free.
>right now I just don't have the ideas
You lack creativity, and yet you want to be an artist? What?
If you really have no ideas, and want to practice. Then recreate some models from games you like, or anime. Find a scene you like in an anime/game, and re-create that scene. That is, in terms of models, textures/materials, and the ambiance.
1a8981 No.15334446
>>15334400
cant find much reference for it I was using the for the spine part
5bffe5 No.15334455
>>15334409
>>15334440
I mean, disregard the pricetag right now, I was trying to prove myself on a basic level and people are still acting as if I was trying to force people onto paying me to do sub-par works, I cannot just work on a project right now for free, I can make small stuff maybe.
>>15334446
If you ask me you should consider using a sea mammal's skeleton for reference on the lower part, otherwise that looks like a sideways fish soldered to half a human skeleton, you need to blend those together.
ebf02a No.15334458
I'm working on a turn-based game and using callback functions to handle the effects of status effects. For things that increase or decrease player stats this works fine, but I'm running into issues with health regen.
int HealthRegen = 0;
if (GetHealthRegenEvent != null) {
HealthRegen += GetHealthRegenEvent (this);
}
In testing, I've got multiple health regen effects applied to the character. Each returns an int for how much health is supposed to be restored, and I know they're being called because they're logging a debug line I put in, but it's only setting the HealthRegen variable to the value of the last one that gets called rather than the total amount regenerated by all effects combined. What am I doing wrong?
d8552b No.15334470
>>15334394
>>15334446
The problem is that in real tails like that, there ARE no bones in the segment you outlined.
Either just slap on what you have outlined, or just have it end in a tip and say "it's magic I ain't gotta explain shit"
As an offside, I think it'd look a lot better if the ribcage flowed into the lower section somewhat like pic related, with bendy bits that straighten out
7f4cc3 No.15334500
>>15334394
Is that a mermaid?
Add tits
8230d2 No.15334501
>>15334470
>Either just slap on what you have outlined, or just have it end in a tip and say "it's magic I ain't gotta explain shit"
maybe use some kind of ghostly glow to indicate the fluke?
8230d2 No.15334504
>>15334500
no, add just the seashell bra
17b9df No.15334508
>>15334470
>no bones in outlined segment
When I search for "fish bones", these skeletons seems to have tail fin bones.
19e69a No.15334509
Remaking the Ladrasil tree into a swamp-like design, the main problem is doing the UVs, none of the projections work well and i won't do it manually, is there any plugin or something that could make a better projection in blender? Currently using Cube projection.
7f4cc3 No.15334514
>>15334504
Then they should move according to the physics of the tits they're supposed to cover.
312ed9 No.15334522
>>15334508
It depends if it's supposed to be a mammal tail or fish tail.
5bffe5 No.15334537
>>15334509
I can try something in Maya, got the OBJ file?
19e69a No.15334539
The thing is that branches merge really well with this UV projection, even with the texture not looping properly
19e69a No.15334562
1a8981 No.15334587
>>15334500
no, its a merman
5bffe5 No.15334612
>>15334562
Aagh eerg eew aawhg… let's see what we can do.
19e69a No.15334646
>>15334612
Yea, and that was the best auto projection
I can use follow active quads to fix the worst branches, but it is a lot of manual labor
If you can't find a quick automatic solution don't bother, it will take too much of your time and if i have to make changes in the tree your work will be wasted
5bffe5 No.15334663
>>15334539
>>15334646
OK, for starters, looking at your model I think all branches could just be sharing the same UV map most of the time, did you make it by duplicating branches? doesn't seem like it does it the same way Maya would do it, in the future I would like to give you a tip, sculpt the first branch AND unwrap it, then just duplicate the object and merge them as needed, that way all branches will share the same projection regardless of shaping, to change shapes I would recommend using non-linear bend deformers instead.
I can't fully replicate your tree but I would have a different method of doing something similar.
19e69a No.15334671
>>15334663
i made the tree using curves and converted them into meshes after the tree shape was done, i don't think i can set the UV when they are curves
5bffe5 No.15334683
>>15334671
That's because you did all the shapes first, different methods, also, your main tree has almost no edge loops.
5bffe5 No.15334694
These branches are a pain to remap for example.
8230d2 No.15334703
>>15334587
do male dolphins have penis bones?
19e69a No.15334742
>>15334694
Yeah I used different decimate methods on these because i made them first then merged, don't lose your time anon, i appreciate the attempt, but i will probably remake some of it
5bffe5 No.15334769
>>15334742
I don't know much about how Blender does these things but it shouldn't be much trouble when you merge objects like these, it would be an interesting experiment to try replicating something that looks similar.
5bffe5 No.15334808
Eh, sorry anon, I can't rescue your tree's UV maps from this mess, but you gave me an idea at least.
19e69a No.15334835
>>15334808
Since the tree was made using curves and then applying cylinders to it, It might be better making it all via script
On unity, since I know shit about python
Very low priority, however
5bffe5 No.15334867
>>15334835
I have a more "primitve" idea, I will make a straight branch mesh, then I will rig it like a tentacle, you can then add a "tentacle" control rig on blender (I assume it is possible, I can do it on Maya) to allow it to be controlled by an IK spline handle, then you can just twist it and move it as needed, duplicate it and deform it a little depending on your needs, then freeze all transforms on said thing, delete the joints, rinse and repeat until you got a bunch of branches, then merge all objects in the end, just one thing, do a merge but don't use booleans, I noticed a few cuts under your model.
19e69a No.15334887
>>15334867
Probably would work, but my bro is now thinking about making a script to generate the tree from a skeleton with small branches and leaf generation, but won't be something we will do for this next demoday
df2880 No.15334902
>>15334694
>bothering to do UVs on a clusterfuck mess that is a bundle of vines
Skip that shit my dude, focus on using materials that ignores UVs entirely.
d8552b No.15334943
>>15334902
Good point, I'm pretty sure these are the same guys who showed a webm of two green objects intersecting and their textures seamlessly merging. The same should work for this tree, shouldn't it?
df2880 No.15334965
>>15334943
Yes, I made a floating island recently and I Just ignored the UVs all entirely since it was sculpted and I didn't bother to waste my time doing it either.
the guy I'm working with who's more on the coding side decided to use a triplanar shader on the mesh which also includes noise map and some normalmaps for each randomized texture, looks about right.
19e69a No.15334980
>>15334902
>>15334943
>>15334965
triplanar materials don't ""work"" for trees. Since trees are meant to actually follow the cylinder, that's how they grow, that's how their patterns (texture) shows.
Maybe some trees' bark don't have cylindrical patterns?
19e69a No.15335037
>>15334902
Yeah im now using UBER shader triplanar, works decently, but you can see a few flaws if you look too closely
ea0c2e No.15335066
>>15334339
recruiters (for modelling - environment and character models) want still renders that show off the model and your lighting and composition skills.
Animated shorts, interactive shit, all that shit goes in the trash and your portfolio with it. They don't have time for that, they don't care, they want to see your modelling, texturing, and materials work and that's it. As quickly as possible. Next please.
ea0c2e No.15335096
>>15334400
This place is about 70% underage gremlins asking the most basic shit about Unity and starting programming language battles. 20% amateur-tier trolls who are bored with /tech/. 10% legitimately crazy people.
Go do some mods for games. Honestly though, what you showed wasn't all that inspiring.
df2880 No.15335114
>>15334980
in whatever case, this has to do mostly with problem solving, when you have a shitload of mesh that is going to basically repeat itself, procedural or triplanar type might solve some pretty obvious issues, that said what I would usually do is I would focus on parts of the mesh that should have those details and actually apply uvs on them but ignore the other parts entirely.
>>15335037
Did you change the noise tiling? that could cause issues and expose seams, no idea why it does that.
19e69a No.15335138
>>15335114
I didn't do anything special, this is my shader config
df2880 No.15335152
>>15335138
Are the textures you're using seamless?
specifically the normalmap and heightmap.
1a8981 No.15335278
splish splash
I think it will look good once I get it animated
0ec83d No.15335281
>>15335037
>117k verts and 230k tris
>tri planar shader
Wew.
19e69a No.15335330
>>15335152
Yep they are, i only download seamless textures
>>15335205
I think Blender is confused, but i understand your idea, using armature to deform and then apply it afterwards, would probably work, but i don't want to remake the tree again right now, im satisfied with it for now
>>15335281
still runs over 60fps
5bffe5 No.15335374
>>15335330
Blender usually has a different axis setup, nothing fancy, you can try using that branch for other things, obviously, not expecting you to remake the tree.
8147a6 No.15335404
>>15335037
>Few potential solutions for you
You could try just hiding the seams.
Apply some vines, moss, and other little meshes that are properly unwrapped + textured.
There is a solution to texturing for this scenario but it may be a bit too performance heavy.
You can do solid texturing, which you basically have a 3D volume of noise which you apply in a 2D projection similar to planar projection, but the actual projection data originates from a 3D data set; so it's seamless.
You also may want to look at the blend strength for your tri-planar shader, and ease up on that parameter as to mitigate the sharp seams from blending each of the textures per projection direction (X/Y/Z dirs -> tri-planar).
From experience, I've got a triplanar shader that can do spheres and cylinders perfectly w/o seams; in addition to having AO parallax effects (which need no seams to look realistic).
df2880 No.15335432
>>15335281
>trying to bake CHAOS
HNNNNG
eed936 No.15335514
It's been a while since I posted (or worked on) my mod for Kohan 2, finally did some texture work for the Mindflayer, and also did a texture for one of the units for the original Kohan, the Disciple just for fun The black is supposed to be where the player color is because the game replaces the color #000000 with the player color.
19e69a No.15335530
>>15335404
Yeah i will play more with the shader, but im not worrying much, we are still going to add small branches with leaves and vines and they will cover a lot of the tree
my plan is to have it look like this, but on a gigantic scale
fd54a3 No.15335769
>>15329074
Did a bunch of underlying code work, managed to somehow accidentally make some movement tech that kinda reminds me of smash brothers movement. I think I'm going to keep it for now, I'll see how a demo works for this game. I also somehow managed to get my shader to look like Metal Gear Solid 2, which would be neat if I wasn't shooting for 320x240. Have a screen shot of a sprite I had been working on. I have a bunch of sprites that I want to redraw by hand and scan in, but first I'm getting the sprite system working again. Another pic of console because I managed to put it back together after taking my project apart. After the sprite system works, I'm going to code the player rotation and camera location setter node.
Also I got my guy to jump and be affected by the global project gravity setting now whee
19e69a No.15335903
ledge detection cache is working.
tomorrow is actually using those ledges
cb4f6b No.15336406
>>15334902
How can materials "bypass" UV mapping? Everything that gets pushed to the card needs vertex information. Or is it just a thing that automagically works?
t. non artfag
cb4f6b No.15336778
So it looks like SFML supports 640x480x8 bit fullscreen games
8147a6 No.15336977
>>15336406
Less of an artfag thing and more of a graphics programmer thing.
You can do that by using world coordinates. Basically you pass the world coordinate from the vertex shader to the frag shader which is interpolated to the exact world coor position (pixel position) to shade that pixel anyway u want.
After that u can apply some texture projection to that pixel or other algorithmic magic to get cool effects.
Pretty much the same for UVs but in a UV coordinate context.
>>15335530
I wouldn't worry about it too much, as it seems easy to fix with a few manual touchups. Interesting goal for the tree. It'll look amazing when u guys get there.
06524c No.15336989
YouTube embed. Click thumbnail to play.
>>15335769
Working on rotation tomorrow, working soon.
5bffe5 No.15337007
OK, I tried to see what other options I would have to make those branches by using curves in Maya and not have very messy UVs, this is what I was able to do, make a curve, use a circle, extrude, and then when making the UVs I used the trick for uniform faces.
>on the UV Editor
>Select all faces
>Unitize
>Select an edge loop where I want the seams
>invert selection
>move and sew selected edges
>pack the UV shell
>profit.
>
8147a6 No.15337018
>tfw working on editor window shit is suffering
>need a GUI for assembling AI behaviors
>coding the AI framework was leagues easier than this shit
Having robust AI is nice, but creating the tools to make it usable is a pia.
I've been doing a side-project to make nice inspectors for all my custom components that aren't usually supported by unity OOTB to get some practice.
5bffe5 No.15337033
>>15337018
when I worked in C-Battlefront 2 mods I recall the AI being more or less workable by using hint nodes in the level editor and the rest was LUA variables using classes and class parents.
fd54a3 No.15337057
>>15336989
In Godot, how do I apply a texture to one side of a cube mesh? Someone mentioned I had to get the UVs of the texture and it is to my understanding that a mesh has to be put into Blender to set this up. I need to put test textures on some nodes so I can make a 3D tileset.
Guy who thought my game was a Fallout Tactics clone, I hope you're still out there somewhere.
5bffe5 No.15337082
>>15337057
just one side but said side is the one showing? you can use the method I listed without sewing the edges, that way all faces will share the same texture.
93507e No.15338121
Working on better grabbing of objects with proper finger placement. You can still headpat/kiss/etc while she is picking stuff up. Behaviors can mix.
349176 No.15338463
>>15336778
>Autumn Willow
Now that's a name I haven't seen in a while. You back at it?
d8552b No.15338595
>>15338121
>You can still headpat/kiss/etc while she is picking stuff up
>bend over just behind the duck
>she goes to pick it up
>kisses you herself
I am an evil mastermind.
19e69a No.15338848
>>15338121
soo cute i want to bully her
235ad7 No.15339264
I'm working on a 2D scroller / shooter and I was thinking on how to make doors which could be opened with colored keycards and such (think Doom)… How to make the "door" look cool in the side view ? So I thought some kind of laser / force field / energy barier thing. Here's couple of moves. These are not animations, dots calculated in real time and different pattern can be applied to each "gate". What do you think ?
cb4f6b No.15339290
>>15338463
I've been dicking around with engine trash the whole time and making little progress,as usual.
235ad7 No.15339292
>>15339264
5 more patterns.
235ad7 No.15339321
>>15339292
And here are some 32 color, 32 dots per line effects. BTW. These move at least 3 times faster, the GIFs make it look slow, but encoding these effects to webm or mp4 just doesn't work.
cb4f6b No.15339478
>>15339264
I like #4 the most. It looks the most barrier like
5bffe5 No.15339536
This has been an interesting exercise, I hope the anon didn't mind me using his texture though.
ae87e6 No.15339555
>>15339292
>>15339264
>>15339321
Thought I was looking at a high-score screen before reading your post. Looks good but I'm wondering if they're too computationally expensive for a single element.
8147a6 No.15339660
>>15337033
Not sure what AI battlefront 2 uses, and can't really find anything online; so hard to compare it to my scenario.
For my case a GUI is so convenient it's difficult to pass up… as without it, the AI would be really difficult to organize.
I should also mention the AI algorithm was designed to have a visual representation (GUI) for all the data/logic/contextual behavior and so on.
Imo trading initial complexity for eventual simplicity (w/the perquisite to simplicity being to craft tools) is a fair trade.
On the note of designing the GUI, I've recently passed the initial learning curve on the editor window stuff; smooth sailing from here on.
235ad7 No.15339736
>>15339555
>>15339478
all of them are equall to compute and only so ever slightly slower than drawing an animation, it's a very cheap effect. I'll make the resolution larger tomorrow so I can record some video. At full speed the colors blend buetifuly
cb4f6b No.15340540
>No easy way to batch shapes in SFML, they're all drawn immediately
>Okay fine whatever, I'll just draw it immediately
>But repeating code is bad and my input diagram and flags are arbitrary
>End up making pic related
I mean it works but it feels ugly as fuck
5bffe5 No.15340568
235ad7 No.15340655
>>15340540
not sure what language it is, but if it's c++ you're making a terrible mistake by using all these new (and no delete btw.)
I'd just always draw 4 squares and only change their color depending on the input. Some pseudo code follows (and I'm on the phone so brace yourself)
void drawShit (bool up bool down bool left bool right )
{
drawBox (x, y, up==1 : green : red);
//repeat 3 times for the other boxes
}
235ad7 No.15340667
>>15340655
for some reason I saw these squares as WASD. I see you have more, but same idea applies, although try avoid using more than 4 arguments for your functions, make it a struct or use one int and do some bit masking (seems like you already are doing that anyway since the input is represented by some hex number)
cb4f6b No.15340831
>>15340655
It's C#, which doesn't have delete/a way to force memory release. At best, I can release the references to those objects, but it's all held in the local function scope, and I force a GC collection every frame anyways.
The debug shit is just temporary anyways - the actual code that handles stuff is much more conservative and proper.
fbc785 No.15340859
I am pure evil.
Yes, I'll put the "insert tile" command into normal mode.
>>15340823
Neato, especially the 4th one. Wish I could into 3D.
cb4f6b No.15340872
>>15340859
What approach are you using to handle your timestep? It's one of my things I need to tack down at some point.
Since you're tracking average frame time, I assume you're maintaining an average/rolling sum, say 300 values large. Is that enough to track if the game is running fast/slow? I keep trying to break shit into smaller components when it doesn't need it
19e69a No.15340908
When making ledge vaults and other 'animated actions', should I lock the character into it, or let the player cancel?
One of the issues of letting the player cancel is because he might cancel when the character collision is inside something (as character capsule and movement will not match during these).
If I don't let the player cancel, how do I handle the character being hit during these special actions?
fbc785 No.15340915
>>15340872
You are expecting too much of me anon. Right now the physics system is being updated with only a variable timestep. The FPS counter is literally counting FPS on its own.
235ad7 No.15340946
>>15340872
you count your frames until one second passes. You measure the time between frames and divide it by the time scale (so if you measure in milliseconds you divide by 1000) and use that value in all your fps depended code like speed of your character or whatever (velocity * framwTime)
cb4f6b No.15340954
>>15340946
A lot of my game is tick-based, because it is a puzzle game and so it cannot have any random elements or floating-point error to it. I don't use a variable timestep for that reason.
Or rather, I advance a tick every 16.6ms that passes, but I haven't tried counting ticks yet. I'll see if that fixes the small issue I set aside
235ad7 No.15340965
>>15340954
fps locking is lazy cop out and there's always a way to make any game, any mechanic fps independent. Give me one example where this "floating point error" would break your mechanic. I'm sure it can be fixed.
e3283e No.15340992
>>15340954
also your approach will not work if your game wipl be too slow for 60 fps (even if it's pixel shit or whatever, don't assume you will always have 60fps, computer can lag sometimes or whatever)
It is more work than doing fps consistent code, but it's not impossible, my 2d game doesn't have any bugs (going through walls etc.) even at 1fps
same anon different ip
cb4f6b No.15340993
>>15340965
Objects moving from one tile to the next must take an exact amount of time that is constant between all objects (or relative to that amount, eg double speed or half speed, or what have you). Giving two objects the same movement speed, but having them finish 1 tick apart is unacceptable and would break replays.
To manage this, I maintain Actor positions as a pair of bytes, which represents the tile its in. Even when it is "moving" to another target tile, it doesn't actually move - instead a timer is set and after X ticks it moves into the adjacent tile, with the draw code interpolating them to appear as though it's moving. The Actor also flags both the source and target tile as occupied, maintaining the invariant that only one actor can ever exist in a tile at a time.
cb4f6b No.15341002
>>15340992
>>15340993
The default speed for my game is moving from one tile to another is 30 ticks, or half a second. Whether that takes exactly half a second, or lags and takes two seconds doesn't matter - internally it's consistent as long as ticks are followed
e3283e No.15341018
>>15340993
sure, so my approach would not break this, since the frametime is global for the whole frame and all objects would move the same amount and arrive at the destination at the same frame. Anyway, you can keep your 16.6 ticks, but update your game every frame and summarize all the movements to a float. Then at the 16.6 Mark round that float into a move or not a move. Again, your objects won't go out of sync, since their value will grow by the same amount.
e3283e No.15341039
>>15341002
this is exactly what I was warning you about. Think about it, quake and half life can run on all kinds of frame rates but still keep a constant pace (i.e the gsme doesn't slow down on low fps but skips frames) and yet you can record a demo and replay it just fine. You aren't doing it right.
5bffe5 No.15341142
OK, got a texture from a site as to not entirely plagiarize the original tree anon, this takes time but it certainly feels like learning, as for the method, curves are good and all, you just need to have a pre-made + pre-mapped mesh to save time and frustration.
cb4f6b No.15341152
>>15341039
But I do have a replay system roughed out and it does work fine, independently of FPS.
While you're solving a puzzle, it accepts player input and sticks a timestamp on it. When you're replaying a puzzle, it resets to the initial map state, and then at the designated timesteps, it sets the input based on what the recording says. To the gamestate, playing and recording are exactly the same thing. If the player is 14 ticks into its movement, it's 46% of the way through its movement, whether it takes 0.5s or two minutes for the ticks to occur
8147a6 No.15341160
>>15340568
Might be GOAP as there's references to goals, heuristic variables, and setting blackboard parameters.
>>15340908
I'd look at assassin's creed, some of the best free-running out there (best aspect of the series).
For assassin's creed ledge hops/vaults are quite fast animations, and cannot be canceled by user input, or damage. However, damage can introduce something like stumbling/faltering a little and losing a bit of speed after landing.
Certain actions where it's slower, such as ledge hanging, and a ledge pull up (from ledge hanging) can be canceled by damage or user input.
For massively damaging hits that add an offset velocity to the character just enable a ragdoll component.
Think of it like this, fast animations like a ledge vault cannot be canceled because the forward velocity of the character carries them through the motion despite any hiccups (unless there's an explosive force or a great sword hitting them).
You can have a "stumble" landing activated if damage passes a threshold, and a ragdoll if it goes beyond the massive damage threshold (between entering and exiting the state of the animation).
>>15340823
High quality work anon, nice. I especially like the bioluminescence touch.
5bffe5 No.15341171
>>15341160
From what I can remember while working on it the level editor had these things called hint nodes which basically worked alongside path finding and collisions to tell the AI where they can take cover, where they are supposed to snipe, if they would kneel, where to face, in which direction to jump, etc.
8147a6 No.15341178
>>15341171
Sounds like they got inspiration from FEAR (game that made GOAP popular), as they used a similar tactic, but their level design really strengthened what is actually not very complex AI.
5bffe5 No.15341211
>>15341178
Precisely, if you made a flat map without paths and nodes the AI would just go straight ahead to the objectives, they would get stuck trying to get through walls and props, also, the AI could only use a 2D space for pathfinding, the objectives would be designated by variables in the game mode ODF and so the AI would know when they have to capture the flag or capture a zone, they would engage enemy units within the range of their weapons which had their own class parent ODF as well, as for capturing and the like you had to designate a cylinder or cube in the level editor, usually in the same area you would put the 3D object representing the objective, in general the game had tons of options delegated on different files which themselves had calling for class parents.
19e69a No.15341289
>>15341160
>I'd look at assassin's creed
I guess it's time to play AS1
Besides the 'skip gameplay grappling hook', nothing was added to the parkour in the series ever since the first one, right?
cb4f6b No.15341332
Does this look okay as a hash/checksum functions? "Anonymous" would yield a value of 40030 as a result.
public ushort HashFunction(byte[] values)
{
int result = 0;
{
for(int i = 0; i < values.Length; i++)
{
result ^= values[i] * 17;
result <<= 1;
result %= 65536;
}
}
return result;
}
What I wanted to do was let each player profile have a name associated with it. This name would be used to generate a hashed value (above) which acts as a fingerprint that is attached to replays. The replay files would have a checksum, the fingerprint, and then the replay data. This way, you couldn't easily cheat by downloading another player's replays - you'd have to complete the levels yourself, but you can still re-use them between devices if the profile names match. Or just change the fingerprint in the replay data and recalculate the checksum yourself
8147a6 No.15341465
>>15341289
AC1 has the best free-running feel, and is my favorite of the series; definitely worth a play through.
>nothing was added to the parkour in the series ever since the first one
Nothing major.
AC3 added some tree-free running, and better IK/transitional effects for running but that's about it afaik.
Though, I haven't played any AC after 2, and the knowledge of AC3 is from developer presentations I watched online (GDC I think?).
>>15341211
Neat
Sounds like a bit of a pain in terms of user friendliness for assembling AI behavior, but man can you get some great behavior from GOAP if you can wrangle the behaviors, and use the tricks from FEAR.
>>15341332
Looks fine to me, you're multiplying by a prime, and doing some standard hashing logical operators.
Can't say for sure without plugging in a bunch of values, and testing for collisions though.
If you're doing it simply for a checksum (offline calc) u can just use sha256, md5, or something with a long for more variations than 65k.
19e69a No.15341478
.>>15341465
39.99 monkey bucks for a 10 years old game
gonna pirate it instead
5bffe5 No.15341489
>>15341465
Well, not sure about user friendliness considering is basically a split on how to do some complex modding, if anything it was very easy to setup when you just had to tweak some values here and there on your custom factions and weapons.
8147a6 No.15341504
>>15341478
yup, better to pirate, as I wouldn't want to support ubisoft either.
Too bad the original ubisoft montreal went down the drain, they really had something w/AC1, but sadly they didn't innovate anymore after the initial bout of creativity.
>>15341489
Ah, my mistake, I meant in the context of the gamedevs not modders.
Modding is in the context of the developers already assembling everything, and giving you a bunch of behaviors which you just tweak a few values for.
I mean in the context of crafting all those behaviors and such from the gamedev perspective, and it being a bit of a pain.
5bffe5 No.15341520
>>15341504
Well, that is always the hard part, once you figure it out however is just a matter of using text.
8147a6 No.15341547
>>15341520
>just a matter of using text
Sort of true, depending on your approach to
>figure it out
For perspective, their idea of making it easier was to make a LUA front-end for assembling said behaviors, and the original/base code would be in the C++ backend where all that logic is plugged into.
Which puts it into perspective of it being a PIA without some kind of wrapper to make functionality more accessible.
1bfdd3 No.15341841
Trying to make voices for this fella, any audio guy out there with any hints on where or how I can start?
This is what I have so far, not an audio guy and I bet most of it sucks but they are meshed together and nothing more then concepts.:
https://vocaroo.com/i/s0MIiWWOXthe
cb4f6b No.15341865
Well hey that's cool, my dumb debug draw method worked out way better than I thought it would. It just iterates a rectangular region of tiles (to be worked into a camera function) and slaps them on the screen, coloring them if a flag is set (red is occupied, blue is solid). As a bonus, I can draw this placeholder stuff with any spacing or placement, so I could easily do a minimap if I wanted. This takes up 3% cpu total though, since it's just immediately drawn and not batched, but it's a good start I think. I found that I kept getting bogged down with trying to get the draw shit looking nice before the game worked so I'm just trying to keep it logic-centric first
>>15341841
That's kinda cool, how did you make the audio?
ee042b No.15341913
>>15341841
The first half is fine, but the second half is a bit too distorted. It cracks in the middle of itself unnaturally, almost like a robot would.
da7ffd No.15342032
YouTube embed. Click thumbnail to play.
>>15341841
You can look at some of the videos by Marshall McGee, a professional sound designer who goes through his process of making sounds. There isn't anything for creature sounds but watching his workflow will probably help.
39c2c5 No.15342195
Been stalling out on actualy making any game by makeing and remaking the same thing (a female base mesh) i guess for the 6th fucking time now never getting better at it but allways saying fuck it at some point. anywho tried a different approach to the legs this time to include some bendy bones and abandoning the IK approch and instead using a pair of stretch to constraints, Upper leg to lower leg and lower leg to foot, that avoids the ik pull target hassle and gives a bit more control over the positioning but at the same time doesn't give you a set Length for your Bones that give a stretchy look to it.
what you think? to bendy on the upper leg?
39c2c5 No.15342202
>>15342195
to be noted its not running at the intended 48 fps so the timing is funk/ blender doesn't like showing more than 60 and i like animating on 12's so 48fps is the best time for me to work with
ae87e6 No.15342413
>>15341465
AC1 is the only asscreed worth playing, and yes: the movement is what the game brings to the table (historic setting too).
ae87e6 No.15342415
>>15342195
Is it smart to have so many bones, anon?
8147a6 No.15342427
>>15342195
The odd bending on the upper/lower legs, when they're transitioning from step to stretch, looks really weird tbh.
The frame when the leg is raised looks good, but otherwise it looks like the legs are supported by jelly not bones.
I just use usual bones and IK + constraints and it's offers plenty of control.
You may want to look at dedicated animation authoring software. Akeytsu is what I like.
39c2c5 No.15342477
>>15342415
bendy bones, its one bone with 11 segments and a curve drawn between them adding in the angle of the lower leg and the well an extra bone added in the upper leg that has no attached mesh
>>15342427
kind of intentional wanted to make the upper leg a bit more "meaty" but the weight painting is unfixable with the bendy bones auto weight painting for the upper leg
d88e89 No.15342491
Shodanon, are you still around making Beelzebox? I've been waiting months to hear an update lad.
d34960 No.15342516
I have a topic that's weirdly vague & niche at the same time. Specifically keep your dev environment convenient and easy to work with. It's something I've been struggling with lately, and I noticed modding games has always been easy because the devs knew how to make it convenient. Anyone got any pointers?
I also made a thread on the topic in case someone randomly remembers something after this thread goes down.
>>/agdg/32100
fd54a3 No.15342521
>>15336989
Was asleep for most of the day, having been awake all day yesterday. Unfocused as shit, woke up a couple of hours ago, did house work then coded in running for my pawn. Was going to do work on sprite animation, but I don't want to break a bunch of shit and have to debug it then go to work and have to remember what I broke.
This is what I'm working on tomorrow, a code that grabs the location of a few nodes (Controller, AnimatedSprite3D, Camera). It grabs the parent of AnimatedSprite3D's facing direction, the locations of the camera and the sprite, then returns a value based on the subtraction of those two rotations. Right now it returns a value that I need to test by moving my camera around on the map, so we'll see what I get out of tomorrow.
pic barely related, something I drew in high school that I'm using for reference on drawing muzzles
d34960 No.15342522
fd54a3 No.15342565
>>15342548
Get dropped off at daycare, kid.
312ed9 No.15342574
>>15342565
I'm not the faggot making lion king OCs.
d4c155 No.15342673
I need some help in regards to some books, software, and hardware. To begin with, I have received over a dozen programming books over the years, and I'm not sure which ones are worth keeping and which ones I should give away. Here is the entire list of them:
>3D Game Programming for Teens by Eric D. Grebler (2006)
>Beginning Visual Basic 2010 by Thearon Willis and Bryan Newsome (2010)
>Blender for Dummies by Jason van Gumster (2011)
>C++ for Dummies by Stephen R. Davis (2009
>Game Art for Teens by Les Pardew (2006)
>Essentials of C++: A Lab Course Through Arrays by Nell Dale (1999)
>HTML5 and CSS3 All-In-One for Dummies by Andy Harris (2014)
>Ivor Horton's Introduction to Microsoft Visual C++ 6.0 (1998)
>Java Programming for the Internet (1996)
<Michael Abrash's Graphics Programming Black Book: Special Edition by Michael Abrash
>Microsoft Visual Basic .NET: Reloaded by Diane Zak (2004)
>Murach's Visual Basic 2010 by Anne Boehm (2010)
>Rescued by Java by Kris Jamsa (1999)
>Teach Yourself C++ in 24 Hours by Jesse Libery (1999)
>Teach Yourself Java 1.1 Programming in 24 Hours by Rogers Cadenhead (1997)
>Visual Basic 2010 Programmers Reference by Rod Stephens (2010)
>Visual Basic 2010 Step by Step by Michael Halvorson (2010)
>Visual Studio 2010: A Beginner's Guide by Joe Mayo (2010)
Second matter at hand is that I'm just wondering how useful of a the program Clickteam Fusion is. It's one of those interface "coding" programs, someone gave me a key for it, and I was wondering if it would serve any practical purpose.
Last matter at hand, I have Kaypro 10 setting in my room and I have a program on my 3DS called "Petit Computer". The reason I'm bringing these two up together is that both systems allow for programming using their own version of BASIC and I'd like to know if this would be a good learning tool in regards to programming.
fd54a3 No.15342681
>>15342574
OP complete, go redeem your internet hitman points.
ae87e6 No.15342767
>>15342477
I get that you don't animate them all manually, my question is whether having so many bones affect performance. Do they? Or is it just a bit more memory used? Or is the impact insignificant?
>>15342673
I once downloaded a gamedev ebook torrent with 43.7 GB of material. I was so overwhelmed that more than two years later I haven't even began to sort through them.
da7ffd No.15343059
The player now has an inventory and items can be picked up and put in it. Also some quality of life things, such as saying when an item or item verb doesn't exist.
I'm at the point where I need to start seriously thinking about RPG mechanics. Any classless point-buy system out there I could ape from and still release the engine as FOSS?
Also, here's a bit of lore I worked on. The main character comes from a version of humanity that has a history and relationship of sorts with extraterrestrial life, and I'm working on a background for that.
>10 years after first contact the aliens recruited a small force of human volunteers to fight in an off-planet war, and in return earth would get a very good trade deal and some kickass technology. It's also implied that this may help humanity get a seat in the intergalactic assembly sometime in the future.
>Two months later the humans enter the war having completed their training with new weapons and vehicles, developed though a joint effort between human and alien scientists and engineers.
>Five months after entering the war the small force of humans is removed for war crimes. The aliens state publicly that it won't happen again, but say that they will bring in a new, larger force of humans back into the war. Upon hearing this their enemies surrender unconditionally.
>An assembly is held and a peace treaty is signed. At the assembly it is declared an intergalactic war crime to deploy humans in combat roles during a war. A group of human representatives is allowed to speak and listen at the assembly, but as a non-voting party.
cb4f6b No.15343073
>>15343059
GURPS or Avernum/Geneforge, or Elona or TES
da7ffd No.15343189
>>15343073
I really want to do GURPS but I doubt I could get a licensing agreement that would let me release the game as FOSS. I want to sell the game, so I can't release it under the radar or anything.
I'll check out the others.
cb4f6b No.15343264
>>15343189
It could be as simple as a point buy system and you get points for doing certain thinga
93507e No.15343717
Do not anger the Shinobu. Some bugs I didn't fix yet.
1bfdd3 No.15343879
>>15341865
>That's kinda cool, how did you make the audio?
I Meshed up audios from different animals, like frogs, rhinoceros, hyena and so on, changed some of their pitch and did some reverse in most of them to sound different.
although I did all of this on audacity, apparently I should have done this on a DAW, might as well learn sound since i'm a jack of all trades type guy, should work well for me.
>>15341865
Thanks for the feedback, i'll see what I can do, so far i'm just learning how to make the sound better and i'm learning how to reduce some of the noise that comes from the free audios I get from that one sampler site everyone uses.
>>15342032
Neat, I wonder what DAW this guy is using, the only thing I could gather is SERUM but apparently that seems to be a plugin.
7f4cc3 No.15343927
>>15342195
You should keep those cubes visible and make a /clang/ game.
00c989 No.15344029
>UInode->fill.color.gradient.gradient.simple.color_start.rgb8
I feel like I went wrong somewhere
9d4bfa No.15344443
>>15342032
>you don't need expensive equipment, look I just used my phone mic!
Conveniently omitted all the software he's using for the compositing and effects.
ee042b No.15344449
cfd14a No.15344468
>>15344449
>adding status effects
>realise encumberance does not make sense as a status effect
huh I guess I never thought about it before
cfd14a No.15344472
>>15344468
didn't mean to reply
ee042b No.15344548
79c361 No.15344561
>>15344548
seems to play fine on my pc.
8147a6 No.15344565
>>15344548
>>15344561
vid is broken here too
79c361 No.15344573
ee042b No.15344622
>>15344573
Doesn't look bad. I don't particularly understand the rules, though, is it just a simple number of blocks in one cluster to remove them? I thought it'd be a certain amount in one row or column, and would remove all the adjacent blocks too, but that doesn't seem to be the case.
Seems like you're introducing more colors to escalate difficulty. If I can make a suggestion, you should add the ability to rotate blocks. It might make the initial start really easy, but when more colors are introduced, it could add quite a bit of strategy to it. Might have to adapt the current game for that to work, though.
79c361 No.15344628
>>15344622
It's basically a single player tic tac toe with tetris pieces.
57615f No.15344637
>>15334694
why though
i thought you already had a working terrain shader, just use that for the wood too
the triplanar shader is saving us so much time
5bffe5 No.15344670
>>15344637
Well, not sure about the original anon, but remapping them when certain segments don't share the edgeloop make it harder, I ended up making my own version and for the most part it seems to work.
ac2b88 No.15344691
my current waste of time. At the moment the interiors are created at all valid placements, hence the carved out look, but eventually I should be able to get them looking like real rooms
ae87e6 No.15344739
>>15344691
>Dancing wizards in geometric spaceships that exhaust rainbows
Sure, why not?
5bffe5 No.15344800
welp, getting there, although not trying to make the exact same thing as the triplanar anon.
0ec45e No.15344818
Anyone tried Nim before? I stumbled on to it the other day and it seems like a pretty interesting language.
505c58 No.15344870
Vocaroo embed. Click on thumbnail to play.
>>15343879 (CONT)
I have no fucking clue what i'm doing but I got this from all the synthesizer.
505c58 No.15344889
>>15344870
JUST FYI, I ear raped one guy and I didn't know it was loud, so yeah, warning, it might be loud for some.
42f73e No.15344934
>>15336989
https://www.dropbox.com/s/pogz2xkbyo3qusd/ANUBITEK_game.exe?dl=0
If anyone wants to check out how the movement and rotation feels, feel free to download. Not much to this, but I guess this could be considered a demo.
oh fuck I finally made something another person can actually play
fbc785 No.15344982
17b9df No.15345147
>>15344691
>wizard astronauts
Tell me about your game
03e0b0 No.15345351
>>15344691
dude, your third project I want to see completed.
I love that 3D trick you're using
79c361 No.15345371
what's a proper nice way to increase dificulty (level up)?
5bffe5 No.15345377
>>15345371
Depends on the game.
79c361 No.15345382
5bffe5 No.15345390
>>15345382
Well, for those games you usually increase the speed, if you are planning on a vs AI mode allow it to plan bigger combos for a comeback.
79c361 No.15345394
>>15345390
yeah, but how do I determine when to increase the speed?
54b4dd No.15345400
>>15345382
Make the player recreate the Kremlin so that he can prove himself that he really appreciates games made in СССР.
5bffe5 No.15345402
>>15345394
Tetris usually increases the level upon deleting a set amount of lines each time.
9d4bfa No.15345413
>>15345371
>>15345382
>how to increase difficulty
>tetris
Observe.
79c361 No.15345422
>>15345402
>>15345400
>>15345413
I'm not making a tetris clone but I wonder if a linear function is enough for a level dificulty increase.
e6e36a No.15345443
>>15345371
>>15345382
>>15345422
It depends on the long term gameplay of the Tetris clone in question. How do you generate the upcoming blocks? You could generate them in batches of, let's say, 10, and guarantee a certain amount of each type of block appears within each batch, and then feed them to the player one at a time. To a player, it would look like you're just feeding them blocks normally and in a well-balanced fashion. With every couple of sets/score targets/level changes, you could generate each set with slightly less convenient blocks. This would let you throw curve balls at a player without just letting RNG ruining the entire run whenever it feels like it.
Some versus Tetris games usually add dead blocks to your opponent's area to reward you for doing well. You know, where the game drops a row of blocks that don't contribute to actually clearing your row, but can be eliminated by clearing blocks adjacent to them. It might be weird in a single player game, though, but it might be worth experimenting with in some way. Maybe deploy dead tiles that, if not destroyed within a specific amount of time, slowly begin to expand, or something.
5bffe5 No.15345708
Well, first item to portfolio, nothing big, mostly an some practice, thanks to the anon who posted the original, I learned quite something.
https://drive.google.com/file/d/16clZbQ5H-7bmoJLnIhgsQWNeCXwC-jon/view?usp=sharing
I am pretty sure it comes with an embedded texture, I got it from a free textures site, feel free to use this prop, rendered using Blender because Maya makes everything look dark with only one light.
19e69a No.15346080
First ledge interaction is 'working'
Requires you to be running and at a 66% angle(?)(Vector3.Dot(ledge_target-position, speed direction) needs to be > .66f)
Later I will make it requires you to be on solid ground, since it is used in the webm to quickly climb the two-tile high ledge if you jump at a certain distance (I will make a new one to replace this behaviour)
No animation for now
No animation will be done to any of them until all of them are done or some shit. Animation will not dictate how the character moves
19e69a No.15346088
>>15345413
you don't even need to implement the line breaking feature
79c361 No.15346374
1a8981 No.15346447
trying to morph the skull to make it look more mermanish
cb4f6b No.15346660
>>15345443
>It might be weird in a single player game, though, but it might be worth experimenting with in some way
Instead of generating garbage blocks, it generates some kind of points (equal to the number of garbage blocks you would have created). Then, you can spend points on certain powerups, like bombs, remove entire row/column/color, etc
ea0c2e No.15346808
>>15339321
Cool effects. I like the 246,11 version best.
>>15340823
great stuff. wish I could model this well. love the 5th pink glowing version.
ef107d No.15346980
>>15346080
But will this work for non square uneven surfaces?
19e69a No.15347018
>>15346980
>uneven surfaces
yes
>non square
sorta
curved ledges and whatnot need to be manually added, besides that, it will work normally.
Might be possible to detect curves in a plane, but at this point i'd rather manually add them instead
19e69a No.15347212
>>15339536
its not mine
i got it from https://www.textures.com/
You can get the normal and height map there too
ef107d No.15347662
>>15347018
You may want to model your testing environment to reflevt your game. Your town doesnt look anything like your blocky orange map nor does it share block shapes very much.
39c2c5 No.15347829
>>15345413
i think it would be neat if there was a solution to a sequence of blocks Then one could call it the dark souls of puzzle games cant you see a club of people trying to figure out how the set pieces fit together and then trying to find someone to pull it off?
2be963 No.15348651
Anyone got a link for a decent youtube channel with tutorials for 3D modelling? There was one posted a little while back, it had some dude who mainly modeled anime-esque stuff but he actually structured his tutorials and they weren't 45 minutes of "and um then we" but I can't remember his channel for the life of me.
5bffe5 No.15348675
>>15348651
Depends on what you want to do.
2be963 No.15348703
>>15348675
Get a basic enough understanding of modeling so I can mess around with UE/blueprints.
a3609a No.15348709
i'm a brainlet and solved my issue, but someone please tell me why this didn't work
Quaternion rot = Quaternion.LookRotation(top.position - cam.transform.position+(Settings.cameraBehindShoulder?top.right/2*camDist/4-Vector3.up/3:Vector3.zero));
Quaternion rot2 = Quaternion.Lerp(cam.transform.rotation,rot,Time.deltaTime*8);
//lerp the yaw because navmesh forces player to kind of jump up and down, resulting in the camera sperging
//pitch rotates instantly though, otherwise weebs start feeling sick
cam.transform.rotation = Quaternion.Euler(rot2.eulerAngles.x,rot.eulerAngles.y,rot.eulerAngles.z);
works
Quaternion rot = Quaternion.LookRotation(top.position - cam.transform.position+(Settings.cameraBehindShoulder?top.right/2*camDist/4-Vector3.up/3:Vector3.zero));
//lerp the yaw because navmesh forces player to kind of jump up and down, resulting in the camera sperging
//pitch rotates instantly though, otherwise weebs start feeling sick
cam.transform.r1otation = Quaternion.Euler(Mathf.Lerp(cam.transform.rotation.eulerAngles.x,rot.eulerAngles.x,Time.deltaTime*8),rot.eulerAngles.y,rot.eulerAngles.z);
doesn't work
5bffe5 No.15348790
>>15348703
Well, it still depends a little on your approach, a basic model that is not UE's dummy would suffice, something with pre-made animations maybe? otherwise you need to learn on the go, people recommend Blender but it heavily relies on keyboard shortcuts.
83ca79 No.15348836
1. Is there any benefit to building specifically for a Linux platform?
2. How much trouble will I get in if I share paywalled studies/papers about 3D graphics?
3. Has anyone found any studies hidden behind a paywall they really wanted? I've recently been downloading whatever I can while on campus since uni students have access to a bunch of different studies aggregators
a3609a No.15348997
>>15347018
if you're gonna go and just set where you can/can't climb or whatever, this is what i did
bake the navmesh (even if you aren't using it)
get all the edges on the navmesh
for each edge
for each other edge (sorted by closest edge normals, or alternatively by distance)
try to make a link between them (fails if it hits something in a curve between the two edges)
if it fails, just shoot a raycast down and try to make a link again
reason for using the navmesh is because it's way less edges than if you used the actual meshes
and then you just have colliders on both ends of each link, if you hit a collider start traversing the link however you want
and if you actually have navmesh links there, you could also do it for npcs, but i have no idea what you're planning on doing with the non players
what you're currently doing could still be implemented into the link generation, but i have no idea how you're gonna otherwise mix the two when smooth surfaces come around
53d08a No.15349003
>>15348836
>Is there any benefit to building specifically for a Linux platform
You get to lift your nose up to people who make money with dev even though you make none.
ad2adc No.15349015
>>15348709
You can't always translate quaternions to euler angles, due to the gimbal lock problem.
If pitch points directly up or down, then the yaw rotation and roll rotation overlap. Trying to pull out a valid yaw in that case is impossible.
Maybe your code accidentally steps on it every once in a while causing everything to break.
2be963 No.15349205
>>15348790
That's sort of what I was hoping for in a tutorial. Someone who talks through the process without a break so their tuts can act like drills for the keyboard shortcuts.
ea0c2e No.15349333
>>15348836
>1. Is there any benefit to building specifically for a Linux platform?
No. If you even care about Linux, just try to be compatible with Valve's new fork of Wine. No one who values their time (has money) uses desktop, Pottering-Poz Linux.
>2. How much trouble will I get in if I share paywalled studies/papers about 3D graphics?
use volafile?
d8552b No.15349479
>>15348836
>2. How much trouble will I get in if I share paywalled studies/papers about 3D graphics?
Send them to https://scihub.org/ if they don't have them yet.
1a8981 No.15349665
>>15346447
decided to go more pennywise less jack skeleton
8230d2 No.15349689
>>15349665
can he unhinge his jaws, because it looks like he can't bite shit with such long teeth.
1a8981 No.15349783
>>15349689
he stabs and thrashes, no need to bite
57615f No.15349787
>>15349783
so why give him sharp teeth then
1a8981 No.15349808
57615f No.15349863
>>15349808
stabbing with your mouth is more commonly known as biting
ada889 No.15349880
>>15349808
I'm pretty sure what the one anon is trying to say is the skeleton doesn't look like he can open his jaw wide enough to bite anything.
5bffe5 No.15349924
>>15349205
In Blender's case it will be full of people doing things without even mentioning tutorials, sadly it doesn't have that many visual aids when going to menus, I'd rather pirate Maya and check those tutorials or even the online documentation.
1a8981 No.15349992
>>15349863
>>15349880
it doesnt need to bite, the teeth bend outwards, it can jab at its target, stab them with its teeth then thrash around
da7ffd No.15350001
>>15349992
So it kisses it's enemies to death?
8147a6 No.15350002
>>15349924
The trick is to use the [space bar] search menu (just need to remember part of name), and to use the more advanced radial pie menu addons.
It just takes some practice to get the hotkeys.
>>15349205
Any blender tutorial with screencast keys is rapid firing shortcuts at you.
Just find one that's at your level, and work up from there.
>>15349479
>>15348836
You can just upload them here:
http://gen.lib.rus.ec/
Login: genesis Password: upload
Other paper resources:
https://genofond.org/viewtopic.php?p=9000/
Also, it's a good idea to make our scientific advancements, hypothesis/theories, and discoveries available to all academics/people as to allow for open access to information.
The (((paywall shit for academic papers))) is a crime against humanity, so good on ya m8.
76d516 No.15350379
>>15348997
I will consider this when baking the ledges
>>15347662
baby steps
1a8981 No.15350695
>>15349665
nearly there just need to redo the tail end as it looks to thick
98dd46 No.15350763
>>15350695
>Skellington Mermaid
>She will never hunt you while you are cave-diving, all while you frantically have to keep an eye on your oxygen level.
Now that would be a horror game I'd pay for
76d516 No.15350777
>nothing worth going for
That's exactly what death would say were he trying to protect his treasure
76d516 No.15350834
Now ledges can stop you from falling them.
Not sure what the shaking is. I might be sending him too much back
505c58 No.15350903
My first time with animation actually, I did a lot of rigging before and I did animation on paper, but never on a computer.
had to look up frog and hyena walking cycles to get an idea of what the hell i'm doing, still WIP.
1a8981 No.15350968
5bffe5 No.15350991
>>15350968
Is it supposed to be a skeleton?
1a8981 No.15351078
>>15350991
yes, its the skeleton of a merman
5bffe5 No.15351100
>>15351078
OK, my only complaint is the fish tail, that is, the fins, a skeleton true and through so far seems to lack the fins at the end.
cb4f6b No.15351372
>>15351078
>>15351968
Anon please, it's the current year. The correct term is merperson.
5bffe5 No.15351384
>>15351372
I don't think that's how it works when you specifically refer to a male.
cb4f6b No.15351400
>>15351384
More of a hot take on pic related.
Sorry, I had a long stupid workday and have basically just enough time to unwind and do it again tomorrow, so I'm a little upset
5bffe5 No.15351433
>>15351400
I know, he is an idiot.
8230d2 No.15351437
>>15349992
the teeth should be more horizontal, then
345ba6 No.15351450
>>15351400
What other animal besides a human is part of people kind?
8230d2 No.15351460
>>15351450
niggers and jews
ee042b No.15351570
I'm way too new at this shit and worried that I might be retarded and missing something obvious, so I'll just ask.
In C++, I'm trying to optimize my use of GLFW's gamepad functions. The button and stick ones are very similar, so let's just focus on the sticks for simplicity.
The call for sticks is const float* glfwGetJoystickAxes(int joy, int* count), where joy is the gamepad port you want checked, and count is where the call will store the count of available axes.
It's a pointer to a memory address storing an array of all the axes' states. Being a pointer, I should just be able to initialize it once and read from it when needed, and it would update on it's own when the joystick state changes. I've also seen other people state that that's the case. I've tried to do that in numerous ways but it doesn't seem to work. Here's a simple snippet, in main, where I'm trying to very simply get the first axis of the first stick.
window window(" ", 800, 450);
int ax;
const float* axespointer = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &ax);
while (!window.closed())
{cout << axespointer << " " << axespointer[0] << endl;
window.update();}
And this doesn't work. It returns the first picture. The second value is the default deadzone on this controller. It would make sense if I fucked something up, but here's where I get confused. I tried something that worked previously, calling the function continuously.
window window(" ", 800, 450);
int ax;
const float* axespointer = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &ax);
while (!window.closed())
{cout << axespointer << " " << axespointer[0] << endl;
cout << glfwGetJoystickAxes(GLFW_JOYSTICK_1, &ax) << endl;
window.update();}
And that somehow fucking works. It returns the second pic. The line I added does not actually impact the axespointer value, or it shouldn't. Is it possible that the GLFW calls only update when actually called, or did I fuck something very obvious up when trying to call the pointers?
d8552b No.15351573
>>15351450
Has nothing to do with things other than humans, just that using mankind as opposed to womankind is oppressive. Although I think dolphins are classified as people, at least in some places.
ea0c2e No.15351597
>>15351570
GLFW only grabs data from the joystick when you call glfwGetJoystickAxes(). Call it once a frame to update your float values of the joystick positions.
ee042b No.15351639
>>15351597
God damn it, I thought so, just wanted to make absolute sure. Damn niggers on Stack Overflow swearing otherwise and making me waste half an evening. Seems awfully wasteful, though.
76d516 No.15351704
finally finished UV mapping roofs, i fucking hate UV mapping, now back to Unity and time to make good materials
ea0c2e No.15351792
anyone here used raylib? 2.0 version seems decent. I might try it for a quick prototype just to find out how good it is with 3d rendering.
e6e36a No.15352319
Lunar cycle is in. The webm just shows a few accelerated days to show the moons progressing. There are two moons, the larger moon is Diano and the faster moon is Serene. They're intended to be a fairly realistic simulation. The moons also provide illumination at night, depending on their phases and positions. A night with two almost full moons can be pretty bright. The game begins when Diano is waxing, and Diano stays in a phase for a few days, so the first few nights will be fairly easy to explore through. The moons also determine certain events.
0ec45e No.15352476
>>15352319
That's a really neat touch.
ef107d No.15352639
>>15350379
>baby steps
I think you are taking the wrong approach. A square even cube testing world is not good for stress testing your world which has varying ledges, normals, and faces. You are setting up your algorithm to be fundamentally wrong because it is relying too much on eveness. Id like to see it work on uneven ledges with grooves and bumps.
76d516 No.15352777
>>15352639
the ledge detection and ledge handling systems are separate
the ledge handling will be able to handle anything
you will just have to set the ledges manually if they are too crazy
a1eb3e No.15353034
How to 2D games actually work with openGL? Is it just a bunch of 2D planes with textures on them with a camera sitting further away in 3D space?
For example, if the camera in your 2d game was to zoom in and out is this just a matter of moving the camera back and forth in 3D space (or possibly adjusting FOV)?
cb4f6b No.15353164
>>15353034
I'm using SFML in C#, which is built over top of a OpenGL context, but it's basically the same environment. It should have a render target that you draw to. Draw commands usually take a Vertex[], plus a starting index and count, eg:
>RenderTarget.Draw(Vertex[], int start, int count, PrimitiveType)
Vertex data is 3 floating point values with XYZ coordinates, plus texture coordinate and color data. (SFML restricts this to 2D position which is annoying, so I can't do any kind of 3D filtering or work). You can use transformation matrices to alter the vertex data, acting as a transform for scaling, rotation, etc. This is more intuitive in a 3D context with view frustums and such, but in a 2D setting, you can just as easily think of it as a camera pointing directly at a flat plane that can zoom, with the correct transform applied.
Good luck with your SS13 engine :^)
cb4f6b No.15353256
>>15353034
Also in context to your specific questions, not exactly.
>Is it just a bunch of 2D planes with textures on them with a camera sitting further away in 3D space?
Each RenderTarget is a drawable area which contains color/pixel data (actually depending on the open gl context settings each "pixel" is assigned a bit depth ranging from 8-32 bits in size, which is important for shaders and handling massive graphic data, but it's helpful to think of it in this way). This data can be used however you want to. They don't really exist on a plane and are just kind of there in graphic memory. What you do with them is up to you.
Typically, you load your image/texture data into memory at the start of the program, then run your game/draw loop continuously. The draw loop usually clears the screen, then tells it to draw some rectangular region from the source texture, onto the target texture (the render target - changing textures is expensive because of graphics card bus overhead). After you've done all your drawing, the back buffer is swapped with the screen and the process begins again with the next frame. This technique is called double buffering (having an active/working screen, and a displayed screen). Don't get fancy with this part - 99% of consumer hardware is designed around the "clear, draw, display, flip" process
57615f No.15353788
no froggo doggos were hurt in the making of this video
ad2adc No.15353997
>>15353034
OpenGL draws 2D points, lines and triangles. You don't need to mess with things like projection, w clipping, depth and all that nonsense if you use it just for 2D.struct {
float x, y;
float uvx, uvy;
} vertices[4] = {
.[0] = {0.f, 0.f, 0.f, 1.f},
.[1] = {1.f, 0.f, 1.f, 1.f},
.[2] = {1.f, 1.f, 1.f, 0.f},
.[3] = {0.f, 1.f, 0.f, 0.f},
}; // Load this into a vertex buffer. Draw as GL_TRIANGLE_FAN using 4 vertices.
// Calculate transformation (We use mat3 since that's all you technically need, but you can use mat4's instead.)
mat3 screenScale = {.x.x = 1.f/screenWidth, .y.y = 1.f/screenHeight, .z.z = 1.f}; // Inverse screen resolution so we can use pixel coordinates instead.
mat3 quadScale = {.x.x = width, .y.y = width, .z.z = 1.f}; // Size of the quad in pixels.
mat3 position = {.z.x = xPos, .z.y = yPos, .z.z = 1.f}; // xPos and yPos is the position of the bottom left corner of the quad in pixels. 0,0 is the center.
mat3 transform = position * screenScale * quadScale;
// calc matrix
// Vertex shader code
in vec2 position;
in vec2 uv;
out vec2 UV;
uniform mat3 transform;
void main() {
gl_Position = vec4(vec3(position, 1.f) * transform, 1.f); // We're tossing 1.f into z here, which might mess up if the depth buffer is on.
UV = uv;
}
// If you can't imagine what the fragment shader code looks like there is no hope for you.You simply don't turn on the depth buffer. You don't create a projection matrix. You avoid the nonsense that is TUHREE DEE. And you set gl_Position.w to 1.f. That is all.
7f4cc3 No.15354838
76d516 No.15354843
>>15354834
Saw a mudfrog the other day. Horrible creatures
dfc7af No.15354992
>>15351100
>OK, my only complaint is the fish tail, that is, the fins, a skeleton true and through so far seems to lack the fins at the end.
What the fuck is that sentence supposed to mean?
95c8a5 No.15355029
Progress on my puzzle game.
>>15352319
Seems like a really comfy game, I like it.
95c8a5 No.15355464
Discover ancient magical ruins.
fd54a3 No.15355478
>>15336989
>>15344934
I'm a dipshit, the game had broken dependencies so here is an updated version. This is ANUBITEK as it stands right now, gotta code my camera/player mover node today so wew gonna learn some collision limits today. Gonna talk shit about Godot today, I'm sure.
https://www.dropbox.com/s/7u6ynto7wek0zl7/ANUBITEK%20%5B0.0.1%5D.zip?dl=0
fd54a3 No.15355510
>>15355478
controls:
arrows - move
a - jump
x - (hold) run
~ - console
facc39 No.15355532
>>15355464
I think for this iteration of the Yume engine, you should push the lighting and shadows. The flat look worked well for speebot because it's an action platformer where clarity is key. I think with an exploration platformer, the game would benefit from more varied lighting and deeper shadows.
95c8a5 No.15355665
>>15355532
Interesting suggestion, I'll think about it. Looks very ethereal, the glow effect in particular looks very cinematic.
I genuinely like my flat low poly style, but I will experiment with lighting and color palettes.
ae87e6 No.15355700
I need some advice: I'm planing a top-down shooter/action rpg, sort of twin stick, with assault rifles and guns.
The problem is that enemy hitscan isn't fun and invalidates player movement for combat gameplay, but slow bullets conflict with gunpowder weaponry. I started thinking of giving enemies melee weapons and making ammo rare for melee gameplay but it's starting to get a dark souls vibe that I don't want.
How can I have gunpowder automatic firing gameplay while making player movement relevant?
1a8981 No.15355704
>>15354992
I think he means that the tail at the end doesn't have the webbed fin part, which he is correct about
c1bbe8 No.15355890
YouTube embed. Click thumbnail to play.
>>15355700
just telegraph the attack then you can make the bullets as fast as you can
17b9df No.15355986
How do I assign AnimationState variable through script? I want to get information on how long is the clip assigned to this state, but I can't find anything that'd be useful beside some command to get the current animation state, but that seems really unreliable. Is there's some other way to check how long a certain animation clip is, without assigning it by hand in the inspector?
ae87e6 No.15356035
>>15355890
I recognize no hitscan on that video, but thanks for the suggestion. I guess enemy aim has to be retardedly slow.
facc39 No.15356098
>>15355700
Make aiming lines that appear before the enemy shoots.
d5efad No.15356382
Do you think it would be worth having demo day only 3 times a year instead of 4? Say Nov 11, Mar 3, and Jul 7?
ee042b No.15356397
>>15356382
I don't particularly see why the change is necessary. If you don't have a demo worth showing, don't contribute. Three months is a decent chunk of time, and having more of them means that there's probably fewer demos per demo day, so more of a chance that yours will get played if you do post one.
8147a6 No.15356605
>>15355986
>How do I assign AnimationState variable through script?
If it''s state based use the StateMachineBehaviour base class (assignable to the state itself). It has stuff functions like: OnStateEnter, OnStateUpdate, etc.
If you want to access the state/clip info from an external script, you need to get the related instanced class: Animator.GetCurrentAnimatorClipInfo -> clip info (length in seconds, etc, Animator.GetCurrentAnimatorStateInfo -> (state info, active, etc).
There's also other tricks to get clip length from state info, but that's a non-runtime hack (editor only, i.e. not available in build).
See here LINK: https://answers.unity.com/questions/692593/get-animation-clip-length-using-animator.html
>Is there's some other way to check how long a certain animation clip is, without assigning it by hand in the inspector
Do you mean from the assets folder? If so, definitely, but you still need to know the name. Would require loading from resources folder, loading the clip into memory, and checking length.
Or do you mean when the animation is running? Explained above.
>but that seems really unreliable
It's unreliable if you gather the data in an incorrect order (i.e. gathering state info before animator executes, animator executes, get next frame, etc), and also on the wrong timestep (intrinsically unreliable then); animators can run on a normal update or fixed update, match the animation state info to that timestep.
>>15354834
You going to polish up combat, hitboxes, reactive animations (so attacks/getting hit and such have weight), and generally polish mechanics? Combat looks frustrating and airy, not fun.
I know it has parody game elements, but still.
>>15355700
Use some type of heuristics/behaviors for aiming.
Such as overcompensation of aiming direction (from the original aiming quaternion to target quaternion use an unclamped slerp), all actions have a reaction time (makes agents "appear" smarter), IK + velocity based recoil which throws off aim (i.e. re-adjust aiming when forward of barrel is off by X amt from correct aiming direction via DOT product), and not straight up hit-scanning; i.e. be creative.
You could also just do an imitative neural network, and train it based on different skill levels; so you can plug in difficulties (i.e. trained neural networks).
Bit overkill, but would be neat. It wouldn't be performance draining either if you don't train it during gameplay, and just let it run a pre-weighted NN during play.
>>15355532
Damn that went from looking good, to looking amazing. Nice
17b9df No.15360587
>>15356605
Thanks, the method from the link allows me to do exactly what I wanted. I only need it so I wouldn't have to input different clip lengths by hand, so editor only is fine for me.
f285fd No.15360769
>>15333590
>Just set up a google drive and enable version control.
This is a fucking horrible idea, ignore this poster. It would literally be better to zip the root folder of your project and email it to yourself as version control, at least that way you have discrete snapshots of your project at a given point in time.
Also if you aren't using git / other version control systems, you can't have continuous integration and all sorts of other nice stuff.
57615f No.15361002
YouTube embed. Click thumbnail to play.
>>15360987
wait a minute, that card
4a8fe5 No.15361044
>>15361002
You trying to say something there anon?
ae87e6 No.15361072
>>15356605
>Overcompensating when tracking the player
Oh shit I didn't think of that! You could zigzag and make them panic shoot.
Thank you anon. You just opened a whole door of creativity.
57615f No.15361077
>>15361044
the environment is similar, thats all
spinny rotor blades and fog on the bottom, metal platforms for walking
03e0b0 No.15361089
>>15342491
I'm really good at making excuses
To be perfectly honest with you, whenever I find time to dev, I usually engage in side projects like ludum dares and this bullet penetration thing instead of Beelze. I guess it's burn-out of sorts. Still, learning new things is always useful - the boolean shader will definitely find its uses in Beelzebox. I keep finding inspiring art for the game as well
In summary, the game is not dead but on a hiatus that I hope will end before the next demo day
03e0b0 No.15361108
>>15361092
Your name starts with an A, right? I remember your email.
I think with the current time shortages I'm dealing with, I'll only be able to finish beelze in sensible time with help, like how the lovely >>15342195 provided me with the new blobby boi model. I'll have to do some proper work on the gameplay and mechanics first, so you don't feel cheated or that I wasted your time.
d8552b No.15361137
>>15361089
In your defense, being a father is a very good excuse for not having a lot of dev time.
Did you wind up doing anything for the last Ludum Dare?
ae87e6 No.15361155
>>15361108
You have my mail. Get motivated and think of the tilesets!
03e0b0 No.15361243
>>15361137
>Did you wind up doing anything for the last Ludum Dare?
no, unfortunately. I was thinking of either gathering a team again or doing it 100% solo but only on Sunday I noticed it's ludum dare already.
>>15361155
>Get motivated and think of the tilesets
I was planning to snazz up the town with an abbey (like Tristram's cathedral), mixing Tintern's decaying gothic and Sénanque's functional and more sturdy romanesque. But after I work on the fun factor
**and now I'm determined to learn some probuilder to
test the bullets in a more interesting environment**
ae87e6 No.15361271
>>15361243
I can also help code/do game logic stuff, so you know. What engine are you using?
03e0b0 No.15361481
>>15361271
always been a Unity goy.
you could help me make a better dungeon generator
ae87e6 No.15361534
>>15361481
I'd be happy to. Send me an email, I have plenty of time these days.
cf3fd6 No.15361684
>>15361649
>wizard
>ak47
>mushrooms
what did he mean by this.
4a8fe5 No.15361767
>>15361077
Ah sorry, didn't catch that
17b9df No.15361832
>>15361684
It's an artistic rendition of deeply rooted not knowing what setting to put my game into.
49ed4e No.15362084
>>15361832
You better keep it that way
1a8981 No.15363850
Been working on how to get ai to swim, turned out pretty well so far
da7ffd No.15363980
YouTube embed. Click thumbnail to play.
>>15363850
Neat. Here's a GDC talk given by a developer of ABZU that goes over the animation of their fish, among other things. It may be helpful. The animation starts 5 minutes in and runs until about the 12 minute mark.
085a7e No.15364223
>tried gamedev last year on my fucking toaster
>made a few toy projects in godot but otherwise didn't get very far
>start building a pc because I've been a toasterfag for years
>only a few parts away from having a modern, opengl4 compliant system with a nice graphics card
Feeling good, I just hope that I'll have good work ethic when I finish my new pc. Got a full-time job now and it's gonna suck dick to make time for gamedev.
1a8981 No.15364274
>>15363980
thats insane, I think i'll stick with me bones
39c2c5 No.15364705
>>15364274
blend shapes are not that scary and if what i heard is what they meant they just baked out the blend shapes from a skeletal mesh.
i'm just surprised that it is easier for the computer to handle shape keys rather than a skeleton. might see if it works if i ever make it far enough to worry about how many characters i have on screen.
cf3fd6 No.15365031
>>15325673
Humble Space Alien Frog 3D Autist here with different ID, you convinced me to give Rainbow Brute A try, I think the cloth part i'll be doing it all on Marvelous Designer to be honest, this will be a small little side project to attract Ethan to promote my portfolio, He's a pretty chill boomer IMO.
fd54a3 No.15366392
>>15336989
I have a Godot 3.0 cheat sheet script being written, I'll share it fully when it is done but this is what I have so far:
# ===================================================================
# Coding Cheat Sheet
# >> DO NOT INSTANCE <<
#
# "#" is a comment character. A line is broken off by the compiler
# by using this character for the first time in any line.
#
# [>>] <== CTRL+F
# ===================================================================
extends Node
# ================================
# Each script starts with:
# "extends [Object Type]"
# This is by design of single inheritence;
# scripts can inherit properties and functions
# from a parent type or parent script.
# All scripts derive from a Node type,
# all Nodes extend "Object".
#
# Important OOP Object List
# Object
# > Node
# > Spatial
# > CanvasItem
# > Control
# > Node2D
# ================================
# ===================================================================
# [>>] Variables
# ===================================================================
export (NodePath) var N = Node
# ================================
# export (variable type) = Keyword,
# variable value can be edited in
# Inspector Dock in Godot Editor.
#
# var = Variable Keyword
#
# N = Variable Name
# VARIABLES STARTING WITH A NUMBER CONFUSE THE COMPILER
# ALL TEXT IS CASE SENSITIVE
#
# "=" is an assignment Operator
#
# N is now assigned to any Node Object.
# ================================
var V1 = 0
# ================================
# Instance variable V2 as an Integer at a value of 0
#
# DON'T DO THIS: Var 1V
# ================================
onready var root = get_tree().root
# Get the root of the active tree
# onready = Variable is set to this value as _ready() is called.
onready var TempProjectName = (ProjectSettings.get_setting("Application/Config/Name"))
# Get project name setting
# ===================================================================
# Functions
# Override functions in script start with "_":
# enter_tree() is a function in Node
# func _enter_tree():
# ===================================================================
func _enter_tree():
# When the node enters the _Scene Tree_, it becomes active
# and this function is called. Children nodes have not entered
# the active scene yet. In general, it's better to use _ready()
# for most cases.
pass
func _exit_tree():
# When the node exits the _Scene Tree_, this function is called.
# Children nodes have all exited the _Scene Tree_ at this point
# and all became inactive.
pass
func _ready():
# Called every time the node is added to the scene.
# Initialization here
if N == null:
N = get_node("..")
# "==" is an equality Operator
# get_node("..") is equivalent to get_parent()
pass
func _process(delta):
# Called every frame. Delta is time since last frame.
# Update game logic here.
var R1 = get_node("..").get_global_transform().basis.x # facing vector
var R2 = (camera.get_global_transform().origin - self.get_global_transform().origin).normalized()
pass
func destroy():
hide()
print( str(self) + ": queue for deleteion? "
+ str(self.is_queued_for_deletion() ) )
queue_free() # remove on next frame
# get_parent().remove_child(self) # this also works
# get_node("..").remove_child(self)
349176 No.15366942
>>15353788
>that sound
If you sold your soul to the jew, at least join the 8/agdg discord
https://discord.gg/thSrT7
>>15353788
>froggo doggos
cute
>>15364223
just keep it as a hobby, you'll be fine
>>15363850
you know, skeletons are ok but that shit terrifies me
>>15361089
can't decide whether I want you to finish Beelzebox or keep on working on this thing. Getting JFK reloaded vibes
57615f No.15367214
>>15366942
>at least join the 8/agdg discord
what for? it would serve the same purpose as the regular breads here
0ec45e No.15367223
Spent some time over the weekend trying out Nim and its SDL2 bindings, thought I'd share some thoughts. OBS was freaking the fuck out so I had to resort to a gif for recording.
>Compiling feels fast enough. Compiling through C is about 0.6 sec uncached and 0.3 seconds cached for 26k total LOC. I've not done any comparably sized C++ projects so I'm not sure how those times line up.
>Significant white-space not as big as a deal as I thought it would be.
>No big language gotchas I've run into but admittedly I've only done simple things so far.
>A quirk that could be a major turn-off for some is that things are case and underscore insensitive (thisThing == this_thing == THISTHING) but I've found it nice to let me use my own underscore formatting even for libraries that use camelCase.
>Syntax sugar where you can do foo.function(bar) which feels more object-y but it's just function(foo, bar).
<The SDL2 bindings don't include SDL_ prefix, fine, but they went as far as renaming some functions like SDL_SetRenderDrawColor to setDrawColor because they're expecting you to use renderer.setDrawColor syntax with it. I don't understand why they don't include both. I'll probably modify the bindings to better match if I use them in future.
<I find it strange the compiler won't automatically cast to cint when I don't specify a particular int size but does cast from string to cstring. Maybe there's a flag that I'm missing though.
<Compiler errors could be more readable. There's all this nice colour highlighting for compiler steps but then nothing in the error message is highlighted to help you quickly spot the problem, which is tiresome if it's a type mismatch for an overloaded procedure with any decent number of arguments. I don't like Rust but I remember its errors being rather easy to read in comparison.
fd54a3 No.15367695
>>15366392
Stopped working on the cheat sheet for a bit, decided I should start coding a trigger so I can make two other classes: a pawn director and camera director. I have to code my camera moving around so can do testing on my sprite nodes. I could just enable mouse look to move the camera in a third person perspective around a sprite node, but the camera needs to start moving because I'm bored at looking at static angles in testing now. Have a screenshot of some code.
fd54a3 No.15368720
>>15367695
Got the trigger to detect collision and broadcast a signal to a TargetGroup, a string export variable in the editor, instead of checking the group this trigger is in then detecting every node in the same group. This way I can make two triggers which could toggle each other. I can make three triggers: one is based on collision, the other two based on signal. The first triggers the second trigger, which could turn on the third which could turn off the second. I still miss Unreal Editor 2.1, this shit was so much easier to visualize x.x
025e30 No.15368759
>>15366392
> >>DO NOT INSTANCE<<
For what purpose?
fd54a3 No.15369219
>>15368759
Why would you instance a script that is only for information on coding operators and doesn't actually do anything? It is just a cheat sheet for GDScript formatted so it can be read in my project files.
An HTML file would be much better but I lack knowledge on that and my game comes first now.
025e30 No.15369309
>>15369219
I assumed you were recommending against instancing period and had a horrible flashback to the time I tried opening another person's Godot project with almost no instanced nodes. Turns out making loads of duplicate nodes instead of instancing really hurts load times and performance.
53763d No.15371795
>need a quick UI so I can add buttons to test things out
>2 days later I'm trying to make HTML-like perfect system that can handle every imaginable situation
Why does this keep happening
53763d No.15373052
>>15371795
>node.x,
>node.x_unit,
>node.x_type,
>node.y,
>node.y_unit,
>node.y_type,
>node.width,
>node.width_unit,
>node.width_type,
>node.height,
>node.height_unit,
>node.height_type,
>node.margin_left,
>node.margin_left_unit,
>node.margin_left_type,
>node.margin_right,
>node.margin_right_unit,
>node.margin_right_type,
>node.margin_top,
>node.margin_top_unit,
>node.margin_top_type,
>node.margin_bottom,
>node.margin_bottom_unit,
>node.margin_bottom_type,
>node.padding_left,
>node.padding_left_unit,
>node.padding_left_type,
>node.padding_right,
>node.padding_right_unit,
>node.padding_right_type,
>node.padding_top,
>node.padding_top_unit,
>node.padding_top_type,
>node.padding_bottom,
>node.padding_bottom_unit,
>node.padding_bottom_type
HELP
d8552b No.15373180