dc0941 No.15373176
No spaghetti code allowed 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: >>15325378
Announcements
>QUARTERLY DEMO DAY SCHEDULED FOR November 11th
>Please contribute to the wiki if you can
b188c6 No.15373218
I would have made a game already if I had the motivation to keep working instead of getting distracted by 8chan/games/manga all the time. When your life is secure but stagnant, you lose sight of it and nothing seems to matter.
Motivation is a skill that nobody is teaching for some reason.
592bf1 No.15373221
>>15373218
It helps to lose all hope in the industry. I see absolutely no fun games on the horizon, so that's a good inspiration to make shit. Even better is to get angry, like I did over the butchering of Spyro Reignited Trilogy.
To be fair, I get distracted too, but at the very least, my distractions revolve around PC construction and repairs so it's beneficial in the long run.
58da84 No.15373599
>>15373218
It is something all of us has to go through at some point in time. Loss of all hope, feeling too tired to do anything but reprimand yourself into working, only to get stuck and feel like dying once again. But don't wallow in it. For the few moments of genuine progress is worth days of frustration. I once cut paper-cuttings of various useless stuff, tried to draw something on the wall to make myself peaceful. Something other than video games to lose myself in. Then when I calm down, I work once again. It may or may not work out, but for few moments it gives me energy to work. See I think the more I work peacefully and cheerfully, the more I am able to work, i think. So wallowing in despair is not useful.
eab8be No.15373619
>>15373218
Nobody is teaching it because most people don't know anything about motivating themselves. You have to learn it on your own through trail and error.
>>15373221
>no fun games on the horizon, so that's a good inspiration to make shit
You can't really play your own game, so you're motivated by less competition or what?
592bf1 No.15373624
>>15373619
There are no good games on the horizon, and there won't be unless I make one. That's where the motivation comes form.
945a1e No.15373644
I'm in wagecuck hell. At least I'm making a reasonable living, but I'd rather just stay home and make money selling good games.
0a7143 No.15373648
no idea why big froggo randomly spazzes his rotation
b64868 No.15373700
>>15373619
Some things that all motivated, not-depressed, not-insufferable whiny faggots do:
at least 20 minutes of sunlight a day
they eat unprocessed fruits, vegetables, and meats
go to bed and sleep on a set schedule
moderate exercise 20-40 minutes 3 times a week, minimum
consistent scheduled work, "I will work on camera frustum culling tomorrow 8AM for 40 minutes."
set achievable goals for the day. If you cannot even set achievable goals, something is seriously wrong with your brain. Stop working on your game and Get Help.
f9a835 No.15373763
>>15373700
>implying the retards gathering in this thread could do any of that
24db38 No.15373777
>>15373700
>I will work on camera frustum culling tomorrow 8AM for 40 minutes
what if you finish in 10 minutes?
592bf1 No.15373815
>>15373700
The one thing that really helped me was sleeping for exactly 8 hours at a consistent schedule. I never realized how tired I was until I got some decent rest.
As for work, I have a different ethic. I laid out a schedule for everything non-gamedev related, basic household chores, but for gamedev, I just keep working on what I started, each day, until I finish. It's mostly because with things like music, I need to be in a certain mindset to work on it, and some days, I just can't figure out what I should do to make it sound good. On top of that, if I put something off, I'll forget where exactly I was, or some small specific that will make finishing far harder than it should be. It's why right before bed, I detail what I should do, my current ideas for how to implement it, what I've already tried and any issues I have to address. I only really spend a max of one week on one goal, usually around three days. As long as I'm making some sort of progress, on either something I have to do immediately or later on, I count that as a plus.
5ae1c6 No.15373828
>>15373777
You have a list of things to do. If you finish early you move onto the next thing on the list. If you finish late you push things later on the list to later times or the next day.
Also there's a rule of time management called Parkinsons's law. "Work expands so as to fill the time available for its completion". If you give yourself 40 minutes and it's a 10 minute job, it will still probably take 40 minutes anyway.
24db38 No.15374139
>>15373828
> If you finish early you move onto the next thing on the list. If you finish late you push things later on the list to later times or the next day.
Then what's the point of putting timers on things in the first place?
5ae1c6 No.15374235
>>15374139
Psychology. In general people are more productive when they have a deadline, and people are better at not wasting time when they know how much time they are spending on various tasks.
9d3265 No.15374244
Hey guys, I once saw a black background image with a list of old games ordered in complexity for the purposes of exercise. Does any anon have it?
dc0941 No.15374369
>>15374244
No, but:
>pong
>snake
>breakout
>space invaders
>galaga
>tetris
>pac-man at least if you include the accurate ghost AI which includes pathfinding, else it'd be higher on the list
>gauntlet
>elite at least the flying, worldgen, and trading, leave out combat
Should be a decently ordered list to work through. Maybe throw in Donkey Kong before or after Galaga.
Last two are based on assignments I got in my second and third quarter of my first year in college, both of which had to be made alongside 3 other projects plus math classes. They're deceptively simple.
f9034c No.15374450
4c710f No.15374736
Copied from last thread.
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.
36ba5c No.15374860
>>15374736
You're asking common sense/subjective + smalltalk tier useless questions, that's why nobody answered you last thread.
Use your best judgement, and decide for yourself.
ea75f2 No.15375190
>>15373700
Also, please stop burning yourselves out. If you're doing amateur game development, chances are you aren't on any kind of deadline. So stop burning yourself out on 12 hour coding sessions. Work in small bursts with a break in-between. 2 hours and then take fifteen minutes to refill your drink, stand and stretch and to do something that isn't related to your project.
d16055 No.15375199
Fuck everything, I'm going to write a danmaku in Golang.
8ab7be No.15375395
>>15373700
This is so fucking true, and one of the things that helped me realized I had ADHD was the reason that I fucked up way too often.
9a384d No.15375405
I'm optimizing my rendering to use as few OpenGL calls as possible. Right now I am almost done setting it up to render the world in a very small amount of calls from OpenGL 1.1 with no extensions, further calls can be reduced with extensions like GL_EXT_multi_draw_arrays which I will hopefully have implemented by the end of today. The engine is rendering the world a lot faster now that I am optimizing my code, for example on my ATI card It went from ~100FPS to ~300 with a high of 350. There are still a lot of things I can do so I think that I will make it faster by the time I am done with it.
These are some pictures of it acting buggy, of course when it's not being buggy it just looks exactly the same.
58a11e No.15375425
>>15373763
> buying better foods
> walk 3 miles a day
> walking puppy
> all for about three months now
Eat a grenade, kiddo.
58a11e No.15375666
Here is what I have of the Godot cheat sheet so far. I need to point out I didn't write most of this, it is just information put together of online searches for Godot info.
PART 1:
# ================================================================================
# [>>] Coding Cheat Sheet
# >> DO NOT INSTANCE THIS SCRIPT <<
#
# ===============================================================
# "#" is a comment character. First use in any line of this character
# segments any code to the right of this character as characters
# ignored by the compiler during compilation and runtime.
#
# ALL TEXT IS CASE SENSITIVE
#
# Space or Tab characters are entered before line code to determine
# execution order
#
# [>>] <== CTRL+F > Find Next / Find Previous skips segments
# ===============================================================
#
# ================================================================================
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
58a11e No.15375669
>>15375666
# ================================================================================
# [>>] NOTES:
# ================================================================================
# ===============================================================
# [>>] TRANSFORM
# ===============================================================
# Transform is an object containing a matrix of 12 numbers (Matrix 32) for the
# rotation direction (pitch,yaw,roll) and a Vector3 for location (x,y,z)
# > ``transform`` - direction (rotation) and a location Vector3(x,y,z)
# > ``transform.origin`` - the local Vector3 position, scene center
# parses the Transform to retrieve the global Vector3 position
# > ``transform.basis`` - the local rotation
# > ``get_global_transform()`` - get the absolute (global) rotation and coordinates
# get_global_transform().origin - get Spatial global coordinates
# get_global_transform().basis - get Spatial global rotation direction
#
# > ``translation`` - the offset of this node from the origin of the scene
# > ``get_translation()`` - returns the local Vector3 position
#
# > ``rotation_degrees`` - the local rotation
# set_rotation()
#
# Spatial nodes have translate methods:
# > global_translate(Vector3(x,y,z))
# > translate(Vector3(x,y,z))
# > position += Vector3(x,y,z)
# ================================================================
# Example:
# Imagine the Warthog from Halo.
# You have the Warthog (parent) and attached to the bed of the vehicle
# there's a Turret Gun (as child). The Warthog is (initially) facing to negative z.
# This Turret is i.e. 1m (meters) back from the center (0,0,0) of the Warthog.
# Then it's local origin is Vector3(0,1,0).
# Now the Warthog itself is following a course and is rotated.
# The turret is also rotated relative to the parent.
# (Points in a different direction than the Warthog.)
# When the Warthog moves 10m forward, the Warthog's origin (global and local)
# changes to (0,-10,0). The Turret's local origin stays the same (get_transform().origin)
# but the global origin (get_global_transform().origin) changes accordingly to (0,-9,0)
# If the Warthog turns instead 90° around the y-axis to the left,
# the global origin of the Turret changes to (1,0,0). The local origin stays at (0,1,0)
# Now you could get the local direction/rotation vector for z with:
# get_transform().basis.z * -1
# (-1 is only multiplied here to get the "forward" direction)
# (The value above shows the relative positional offset 1m to the front of the (locally) rotated child.)
# Useful for moving some other child object relative to the Turret in code.
# Useful for raycasting and/or moving bullets/rockets.
58a11e No.15375673
>>15375666
>>15375669
# ===============================================================
# [>>] ORIGIN
# ===============================================================
# It is a Vector 3 property with x/y/z coordinates.
# In global context (get_global_transform().origin) is the
# absolute coordinates in 3D context.
# (Also known as translation vector)
# If the object is a child object of another spatial,
# get_transform() gets local coordinates inside the parent objects coordinate space.
# This is the C++ code for translate:
# ===============================================================
# void Transform::translate(const Vector3 &p_translation) {
# for (int i = 0; i < 3; i++) {
# origin[i] += basis[i].dot(p_translation);
# }
# }
# ===============================================================
# ===============================================================
# [>>] BASIS
# ===============================================================
# It is a rotation matrix property which determines Spatial orientation.
#
# Most of the time, you might want to use the global rotation direction.
# If your object "looks" forward in the direction of its local z-axis
# then the forward vector should be:
# get_global_transform().basis.z.normalized()
# Left/Right movement along "basis.x"
# Up/Down movement along "basis.y"
# This is a Matrix32. It contains 3 x Vector3. One for each axis.
# These vectors tell where the original x/y/z Vectors point after the rotation.
# So if the object points forward (I mean: no rotation). Then the vectors are like this:
# basis.x = Vector3(1,0,0)
# basis.y = Vector3(0,1,0)
# basis.z = Vector3(0,0,1)
# You rotate the object 90° to the left (around y-axis) then the values are like this
# basis.x = Vector3(0,0,-1)
# basis.y = Vector3(0,1,0)
# basis.z = Vector3(1,0,0)
# The columns of a rotation matrix can be thought as the local axes of the
# coordinate system "painted" on the object, so it's typically
# called "basis" in game engines.
# Where basis is a Basis [Matrix3], and the bracket operator [] is
# overloaded to return the Vector3 elements that makeup the matrix.
# Going to the scale method in the Basis class, we can see that scale
# is applied immediately to the Vector3 elements that make the matrix,
# so all the elements are pre-scaled by the time we do the calculation
# in translate. As such, 'translate' can't multiply the distance by the
# scale, as the origin and current translation have already had the
# scale baked in so to speak.
# Angles vs. vectors:
# You have to get used to the aspect that the direction is defined by
# vectors and not by angles. There are reasons for this (gimbal lock) which
# I won't (and probably can't) detail here. You should just avoid angles as much
# as possible when calculation with rotation in 3D as you often won't get usable
# results. Generally it should be ok to use set_rotation() on spatials but don't
# expect to get the same angles back on get_rotation() ;-)
# ================================================================================
36ba5c No.15375711
a53c8b No.15375728
Why the fuck are std::floor() and std::ceil() so slow?
9d3265 No.15375731
>>15375728
Maybe try eastd?
b188c6 No.15375785
>>15373815
>be tired every day
>start going to sleep 4 fucking hours earlier than normal just to try it out
>don't feel any better
>the only difference is that I have 4 hours less free time to do things
77c7f2 No.15375844
>>15375785
did you try waking up earlier in addition to going to bed early?
dc0941 No.15375894
>>15375785
Unless you used to sleep 2-4 hours every night, 4 hours extra is way too much. Oversleeping also makes you feel like shit, and anon's figure of 8 hours a day is also different for everyone. I personally work better with 6 hours a day, many people need 7 hours, others 8. It depends on how long your REM sleep cycles are, which you can't really find out without help of specialized doctors, or just trying out various lengths of sleep for a while.
What >>15375844 suggests might also help, or just the opposite. People are all wired to be awake at different times of the day, which is useful if you live in a tribe and need someone to keep watch at all times. In modern times it just means that some people are fucked because their ideal sleeping time is during normal working hours, or they miss their ideal sleeping time because they're early sleepers but feel they have to go drinking with friends/colleagues every night.
If you're actually feeling like shit because of a lack of decent sleep all the time, go see a doctor. If it's a minor inconvenience, just try experimenting with your sleep.
24f351 No.15376016
>>15375711
Gimme a link so I can do it when I'm off work.
I really ask because I have no idea how to use the wiki to make a page.
36ba5c No.15376096
>>15376016
It's easy to make a page, just use the base site:
http://8agdg.wikidot.com/
and add anything to the end like
http://8agdg.wikidot.com/godot-tips
If it's a null page, it will prompt u to create a page. After that stuff is done, add a link on the godot engine page (http://8agdg.wikidot.com/godot).
If u need wiki formatting tips, just hit "view source" on the top nav bars on a formatted page to see formatting in the wiki style, or use the integrated gui tools in the text box for formatting.
77c7f2 No.15376264
post behaviour trees
also added punching - does like 7 or so damage, but if the target has enough armor or your damage is too low, you get interrupted instead of hitting him
1ce277 No.15376305
Reposting from the thread I made since I was directed here. I made a Windows maze game in rpgmaker and am wondering what /v/ thinks of it. I need to know what's good and what's bad about it so I can improve myself. There's a free demo you can download and play if you don't care to pay for the game. Unzip the folder and click on the icon to play. Includes a notepad manual too. Link to game and demo: https://soumas.myshopify.com/collections/frontpage/products/ceddas-garden
1ce277 No.15376350
>>15376264
What type of game is this and which program is that? It looks interesting!
>>15376325
Which program do you use? I use rpgm because other ones I tried weren't that great.
aba7b0 No.15376362
>>15376305
>There's a free demo you can download and play if you don't care to pay for the game
Well I guess you're still better than most of the vidya industry.
4e9d69 No.15376365
>>15376305
>selling your shitty RPG maker maze game
07b2a9 No.15376382
>>15376305
What kind of name is Cedda?
07b2a9 No.15376390
>>15374244
Are you talking about the pro/g/ramming challenges?
1ce277 No.15376414
>>15376365
How's the demo?
>>15376362
What do you think of the game?
>>15376382
All the characters have Anglo Saxon names.
247467 No.15376558
>>15376414
Give the full game for free
4e9d69 No.15376617
>>15376414
Since you decided to charge money for it I'm going to judge it as a commercial game, and on that note it's utter garbage not worth anyone's time.
30d5a8 No.15376636
>>15376305
>Charging for the equivalent of three decade old shareware
>RPG Maker
Made my morning, thanks.
1ce277 No.15376663
>>15376558
No
>>15376617
Alright
>>15376636
Try the demo before you judge the game.
0a7143 No.15376676
>>15376663
it literally looks like shareware though
for 2$ i could buy a candybar more entertaining than that
1ce277 No.15376718
>>15376676
So buy a candybar? I'm not forcing you to buy my game. I'm just asking for advise on what's good and what's bad about the game, hence why I'm advising to play the demo before judging the game. Now, you say it looks like shovelware. Is it the art? The music? The program I used?
0a7143 No.15376727
>>15376718
all of it
if you're making a game that doesn't do anything more than any of the other rpgmaker games, why should we treat it any better?
this is mainly why it doesn't get used anymore - it's very limited in what it allows you to do
1ce277 No.15376738
>>15376727
What program do you use?
1ce277 No.15376754
0a7143 No.15376760
>>15376754
it still gives me more freedom than rpgmaker though
30d5a8 No.15376762
>>15376738
Godot is pretty fun for a codelet like myself.
And yourself
24db38 No.15376769
>>15376754
When used properly Unity is a good engine, i used RPG Maker as i kid, it is fucking baby mode.
1ce277 No.15376770
>>15376760
Whatever you gotta tell yourself. I'm not going to judge your game by Unity, though, I'm going to judge it by its content.
1ce277 No.15376778
>>15376762
I'll give Godot a shot, thanks anon. I'm always looking for new programs to try out. I've tried Construct, Gamemaker, and one other, but I didn't like them.
>>15376769
Unity sucks, but can turn out good games when a good designer uses it. It's not the tool, but creativity, that counts the most.
0a7143 No.15376780
>>15376770
if you build a fancy looking house out of toothpicks, i'm sure as fuck not gonna live inside it just because it looks good
engines matter
1ce277 No.15376791
>>15376780
So what do you think of the level design in my game? What about it do you like or dislike?
0a7143 No.15376801
>>15376791
i'm not interested in it enough to care about the level design
521faa No.15376805
in C# does Thread.Sleep() actually pause the damn thread? if so is the correct way to make a Timer object, and then call invoke the method you wanted delayed with a Timer.Tick() += method
a0e441 No.15376834
>>15373218
'Boo hoo I don't have motivation' is a bullshit excuse. People that are productive aren't magicking up motivation out of their ass, they're sitting down and getting something done because they know it won't get done otherwise. If you don't have the willpower to close your browser and focus on something then just admit that to yourself and work on improving that. You're not going to grow if you only make excuses.
fe8588 No.15376842
>>15373218
>When your life is secure but stagnant
Not a coincidence. Motivation requires a lack of security (insecurity about finances, health, tribe wellbeing, ect.). Like that other anon said the degrading state of the industry can be a great motivator.
b188c6 No.15376948
>>15376834
>I don't understand the problem but I'm going to tell you what's right anyway
a0e441 No.15376972
>>15376948
The problem sounds like you want sympathy and no-one to challenge your point of view.
b188c6 No.15376985
>>15376972
What you're doing is the equivalent of calling depressed people stupid for being depressed. You don't solve the problem by telling them that the problem isn't real and pointing a finger at non-depressive people.
0f3218 No.15377046
>>15376985
Your example would be good if there weren't so many people on the internet claiming to be depressed even though they are causing it themselves by avoiding any form of confrontation.
Every long-term projects forces you to face a lack of motivation. People have their own methods of doing it, some build a schedule, others use their self-discipline to force themselves to do it. But if you think you can come to /agdg/ and blogpost about your own lack of motivation whilst others are constantly fighting against it, whilst not giving even the slightest hint of wanting to improve, then do you really think a single person here will give you sympathy?
b188c6 No.15377095
>>15377046
The shortage of finished games coming from /agdg/ tells me this problem isn't as trivial as you seem to want to think.
>whilst not giving even the slightest hint of wanting to improve
What do you want me to do? Suck your cock with compliments because you told me the problem isn't real? I wouldn't be complaining if "wanting" was enough to fix it.
0f3218 No.15377106
>>15377095
>What do you want me to do?
Ask for help instead of bitching about it.
9d3265 No.15377107
>>15376390
YES! But there are barely any games in that one. I must be remembering a different one.
a0e441 No.15377115
>>15376985
I'm not doing that at all. People suffering depression need outside help and often medication to correct their hormonal imbalance. I had depression as a teenager and I've every sympathy for someone stuck in that type of rut where your life feels hopeless - but that sounds nothing like the context you gave. You're painting yourself as the victim for being unable to concentrate on making a game rather than shitposting or other distractions - by your own words. We get posts like yours not too rarely and the vast majority of the time they don't want any actual help or solutions, they want a pity party. If that's not the right context then fucking elaborate instead of just blubbering that I don't understand.
0f3218 No.15377118
>>15377116
Fuck you Todd. Your games are shit.
9d3265 No.15377140
>>15377116
Sage negated. How can practice gamedev be off-topic?
b188c6 No.15377175
>>15377106
>Ask for help
That's basically what I did. When I say "I have x problem", I'm not only venting my frustration but also indirectly querying for people who have/had the same or know of ways to alleviate it, even if I don't specifically ask for it.
>>15377115
>You're painting yourself as the victim
>they don't want any actual help or solutions, they want a pity party
Sounds like you already decided what I am on your own. Just because I don't force out a reply doesn't mean I'm not listening and considering the things people are saying.
>If that's not the right context then fucking elaborate
I'm not here for detailed psychological diagnosis, the exact specifics of how I feel don't matter.
a53c8b No.15377225
>>15376805
>does Thread.Sleep() actually pause the damn thread?
Not a C# programmer but that's how it works. Also it's not very precise.
a0e441 No.15377241
>>15377107
There's a few floating around but it's a decent list. If you want game specific ones the list >>15374369 gave should keep you busy a while. I'd recommend that you try and do your own solutions before going and seeing someone else's, if you're comfortable enough in programming. That way you can compare implementations.
>>15377175
>Sounds like you already decided what I am on your own.
You mean just like how you assumed I was callous and didn't understand depression, a thing that I personally went through? And now you're going to pick up your ball and go home because acknowledging that the problem may be in your attitude is something you're not comfortable doing, despite 'wanting help'.
b188c6 No.15377300
>>15377241
You keep going on about how it's "just your attitude" and imply that these kind of problems will go away just by telling people that their attitude is dumb, so no, you do not understand depression.
Anyway I feel like I'm talking to a tree so this shall be my last reply on the topic.
219bc9 No.15377302
>>15376305
I tried (and completed) your demo. It was okay for it's purpose. Some of the levels confused me. I chose the fastest speed because I assumed it meant message speed, since it is RPG Maker, but then the cat started shittin' and a gettin' and I got used to it real fast. I figured that was worth mentioning, because about half of the levels ended instantly. I assumed that either I was too fast and the kittens couldn't put me through a good chase (which I could still press shift to rocket boost into them if I were falling behind anyway) or that they were leading me to something. I began to believe the latter, so I followed those kittens. I felt like I was on the right track because sometimes they even turned to see if I was following them. But there didn't seem to be any secrets, not that I could find. That disappointed me. If there are secrets, I completely missed them. If there aren't, why aren't there any? Also, the title screen shows you chasing a rat, but in-motion, they looked more like kittens being rounded up.
You asked about level design. Your levels are very short and small. They are definitely maze-like, but I burned through the demo in just a few minutes, and I was looking for secrets during that whole time as well. If the levels are going to be so short, the kittens should either be more evasive, or there should be some puzzles required to advance, like switches, buttons, gates, etc. When the levels changed to new sets, I felt like they didn't change enough. The levels that were rocks certainly did, but the rest of the levels were very same-y. Speaking of which, when in Buttercups level 4, I finally noticed a wall that didn't have a flower on it. I was able to walk through it. I don't know if this was an error, or if walls without flowers are just secret passages that I have been missing. If the levels weren't representative of the final game, you should know that you need to replace a few of the demo levels with actual levels, because a demo needs to show you what you can be doing and pull you in.
It looked, played, and sounded like Windows 95 shareware. Honestly, that was a plus for me, sans the part where it's not something I would buy. I would suggest you keep working on it to see what you can do with the levels. It feels like it could certainly get better.
Also, you've included the entire RPG Maker RTP in your demo download, though I don't think you used a single resource from it. Your download includes all of the battlers, faces, combat animations, and the entire soundtrack for the RTP of whatever version of RPG Maker you used. Removing those files would reduce your download size dramatically - it shouldn't be almost 200mb.
0f3218 No.15377349
>>15376805
https://msdn.microsoft.com/en-us/library/aa332371(v=vs.71).aspx
The answer by the way is no. What Sleep does is suspend the threads' execution by the specified time, after which it will be rescheduled to run. Unless Windows is told to do otherwise, it will by default schedule threads at a frequency of 64Hz. This means that calling Sleep(1) can easily cause your thread to sleep for 15 milliseconds. There's also the issue that you are not at all guaranteed by Windows to even be scheduled within a reasonable amount of time; if the OS is running tons of shit than a Sleep(1) can cause your application to sleep for seconds, possibly even minutes.
If you want to determine the amount of time passed between two points in code, you use a high-accuracy timer supplied by the OS, such as stopwatch: https://docs.microsoft.com/en-us/dotnet/api/system.diagnostics.stopwatch?view=netframework-4.7.2
If you want to produce ticks as accurately timed as possible, then you should calculate the amount of time until the next tick, round it down to milliseconds, and Sleep() that amount. You should continue doing this until there is less than 1ms remaining, at which point you execute your tick, but adjust your timer variables as if the tick occurred at the correct time. (Rather than <-1ms off.)
If you desperately want maximum accuracy, then you can do a Sleep(0) as well when the time remaining is less than 1ms, and run it until you're close enough to the next tick time as you believe is necessary. Sleep(0) will not suspend the threads execution, but will make the thread give up its timeslice to other threads if they're available. This means that if your thread is the only thing running, Sleep(0) does nothing, but if there's another program running and all your logical cores are busy, that program gets a turn. By using Sleep(0), you are guaranteeing that other threads can continue functioning whilst your thread does nothing.
a0e441 No.15377350
>>15377300
>these kinds of problems
The problems you won't elaborate on while at the same time say no-one understands?
>you do not understand depression
>you don't understand something you had
The absolute irony of you using this after chastising others for it.
>Anyway I feel like I'm talking to a tree so this shall be my last reply on the topic.
You've repeatedly refused to engage or actually talk about the issue so this is no surprised and why I called it in my last post. You may think I'm being a cunt but I do actually want to help you if you want to make games and something is hampering you. We need more yesdevs. My very first post offered basic general advice that if you're struggling with distractions then focus improving that. You've offered nothing but 'you're wrong' since then. At any rate, I'll agree not to derail the thread further.
0f3218 No.15377365
>>15377349
As a minor addendum that is probably more relevant to your issue; you are also not guaranteed that if multiple threads sleep for different durations, that they will be rescheduled in the "correct order".
Timing in programming is a really fucky thing to get right, and you really should only be messing with it if you are enginedevving. Otherwise, you should simply use the timing objects your engine gives you and never ever try to implement those yourself.
acdb69 No.15377380
What would lasagna code look like?
521faa No.15377404
>>15377365
I'm writing a Decal plugin for Asheron's Call (the server emulator is starting to thrive), and the the Decal filters have no timing objects. I don't need it terribly accurate which is why I was thinking maybe the latter was the better way… assuming it doesn't involve the scheduler?
0f3218 No.15377450
>>15377404
Ideally you would have your plugin respond to a callback from a timer or tick event. Otherwise, creating a thread that sleeps in a loop for 1/<frequency your server runs at> seconds is probably good enough, but then you run into the issue of thread synchronization which is another can of worms. I don't think anyone here can really help you with that.
02257f No.15377453
>>15377380
It exists, along with ravioli code. All pasta comparisons are negative
8be1b4 No.15377470
Well, it's been 4 months since I last worked on my game, I got addicted to Overwatch (fuck blizzard, their balancing philosophy is retarded) and Warframe. I really need to develop some self-control.
This is my 4th song, this one was inspired by Front Mission - Within Living Memory, it sounds nothing like it but it gave me a lot of pointers on how I wanted to structure this song. I'm also loving the improvements in my song making, this one was far easier than the first 3. I had the beginning of this song burned into my mind for the last 2 months and once I sat down and started making it I managed to complete it using much less energy than the others. This also helped in demystifying art for me, I always saw it as something you did with much more "intuition" than it really did, in the end it's just a lot of hard work, all you need is the knowledge on how to analyse or "break down" the art, a good idea of what you want to do and a sprinkle of creativity to breath some life into it. I'm still far from getting to the level of people like Yasunori Mitsuda or Nobuo Uematsu but it feels good to see progress in yourself. /end of blog post
521faa No.15377544
>>15377450
Unfortunately the server emulator is a pile of shit that can't really be relied on for timing. As long as creating a timer object and firing a custom event at whatever interval doesn't pause the thread i think i'm ok with that even if it's "wrong".
a0e441 No.15377595
>>15377470
Are you the same anon that posted a set of songs a while ago showing his progression? Music is a mystical black box to me, so it's been nice to watch someone improve over time.
1ce277 No.15377675
>>15377302
This is the kind of advice I was looking for, thank you anon.
I should've been clearer about the speed and made the mazes bigger, although there are some bigger mazes later in the game. I wanted to start off small to let the player get used to the controls and gameplay.
I'll add puzzles and more diverse environments in the sequel. This game was very samey because I didn't have a lot to work with. But next time I will.
The wall without a flower is an error. It's actually the flowers that are the "wall." There are secrets, though; look for the patches that don't match up with the rest of the environment.
The levels in the demos are the first few levels in the game.
I included RTP because VX Ace doesn't give you a choice. It sucks because it makes the file so much bigger.
I'm checking out Godot as a better alternative to rpgmaker, wish me luck!
da3294 No.15377908
I've been looking at Godot, and it seems to give a really good separation of interests, which I'm pleased with. I'm a programmer, but all the people I'm working with don't want to touch any sort of code with a 20-foot pole. Godot looks like it puts a lot of effort into separating the programming from the non-programming aspects to ensure that level designers never have to ever touch code. I'm not a fan of gdscript, but I can always get used to it or use GDNative to bind another language in.
We're making a side-scrolling action platformer with RPG mechanics (something roughly similar to Symphony of the Night). My level designer/game designer guy has some ideaguy tinges and this is his first game, so I had to talk him out of "an open-world action RPG with a full country-sized overworld and at least 200 hours of gameplay, like a mix between Dark Souls and Diablo 2, but as an open world game" as his first game, and was able to get him down to what we're doing now (he didn't seem to grasp the level of work that would be, especially on a team with only one level designer and one programmer).
Has anybody here had experience shipping a game with Godot? I've gone through the tutorial, read through the scripting reference, and have touched on some of the other tutorials, and I don't want to hit any ugly warts without forewarning.
d16055 No.15377936
>>15377908
>an open-world action RPG with a full country-sized overworld and at least 200 hours of gameplay, like a mix between Dark Souls and Diablo 2, but as an open world game
Why are ideafags so retarded?
da3294 No.15377972
>>15377936
He's not generally retarded as a person, but for some reason, everybody who loves video games and wants to make a video game but knows nothing about coding ends up with completely unrealistic expectations about how much work goes into making these things and what mechanics actually go together to make a fun game. For some reason, people look at a large building that took dozens of people several months to put up and think "There's no way I could make that", but they look at a video game that took a staff of over 100 people more than a year to develop and think they could reasonably do it in their free time.
I'm fully expecting him to get burned out and give up once he realizes how much work it is even designing, redesigning, and polishing a couple dozen full 2D platforming stages. I'm not going to let him just ideaguy around, he has to do some gruntwork if he wants to be a part of this thing.
592bf1 No.15378015
>>15377936
Because ideafaggotry is mostly just playing other games, picking out ideas that you like and shoving them all into one product with no regard for reasonable development time, limitations of engine or staff, or really anything. That's why Todd Howard keeps shipping such underwhelming products, I think, he keeps promising all this shit he wants to add with no regard for or understanding of how modern game development works and what the limitations of the team and engine are.
0875ca No.15378042
>>15378015
>That's why Todd Howard keeps shipping such underwhelming products
Hey now. Todd does his best to deliver some of the best games this planet has ever seen.
You should purchase a copy of Skyrim™ to make sure Bethesda™ has the necessary funds to make their future games as successful as their predecessors!
d16055 No.15378057
>>15377972
>>15378015
I'm not just talking about the scale of their ideas, but describing their gameplay in ways like "a mix between Dark Souls and Diablo 2." It's like they dream up some crappy vidya setting and slap a mix of popular vidya mechanics onto it, usually showing they understand vidya design and mechanics much less than the average /v/ anon.
4b4206 No.15378077
>>15376305
>>15377675
I downloaded this promptly forgot about it. After a while seeing a 200mb zip on my drive I gave a shot. Now I only know unity and gms but i'm sure no this kind of game is supposed to be 200mb. You have a shitload of pngs of some rpg that you didn't want in it. Remove that.
Firstly, the game starts in a window. I think rpgmaker allows you to start the game in a specific resolution. Then the first menu you see is [Start], [Diary] and [Finish]. The menu should be [Start], [Options] or [Settings], [Quit] or [Exit Game]. Finish doesn't specify what you wan to finish - the game? the story? your one character. Quit is for quitting the application. Exit Game is Exit game. [Options] should be for your [Choices], I don't know why you it. The fullscreen/window [yes] choice should be replaced by a single [toggle] choice. [No] choice doesn't do anything. Cat selection and volume should be in here.
After starting the game ask if the player has played before. Asking for name isn't too important but is ok.
4b4206 No.15378107
>>15378077
Also why did you charge this game?
8be1b4 No.15378128
>>15377595
I think so, I haven't seen anyone else doing music around here. Here, this is my first song, is this one that you remember?
This one may look simple but I think I spent nearly the same amount of time making it than the latest one, the thing that made me waste the most time was that I wished too hard to copy Garden of God from Chrono Cross and couldn't focus on what I wanted to do. To try to get past that I downloaded a bunch of instruments (now I have 11GB of instruments and a few effect plugins), found a few harps and choirs and started playing around with them until I found a combination of notes that sounded like what I wanted, also a little bit of reverb helps A LOT.
592bf1 No.15378144
>>15378057
That's not one I can answer, it always seems disrespectful to your own game to just boil it down to "X meets Y with FOTM element". I think that if you can accurately and adequately describe a game like that, your game doesn't really have much a leg to stand on and there's little need for it to exist.
>>15378128
I remember one thread not too long ago where there were at least three anons, myself included, posting and talking about their music.
d16055 No.15378180
>>15378144
>I think that if you can accurately and adequately describe a game like that, your game doesn't really have much a leg to stand on and there's little need for it to exist.
Comparing FPS movement to other games might be acceptable unless you're adding some weird movement gimmicks, since most first person games sound almost identical when described but feel very different in practice. It's kind of an execution-heavy genre where small implementation differences will greatly affect how the game plays.
8be1b4 No.15378226
>>15378144
>I remember one thread not too long ago where there were at least three anons, myself included, posting and talking about their music.
Well I haven't been here in a few months so I missed that.
17d303 No.15378567
Some console stuff with a nightmarish amount of reflection.
e7d08f No.15379788
>>15374860
So, in other words, just start with something, wing it, and hope for the best?
9d3265 No.15379900
>>15379788
You're intelligent enough to figure out where to start learning or otherwise steer in the right direction once you've started. If you can't do that then you have no future in gamedev. From experience, I can say the hardest step is the first, the one that requires overcoming self-doubt and lethargy. Once inertia is established things fall into place.
8be1b4 No.15379917
>>15379788
That's life advice right there
b55410 No.15379998
I still can't figure out a good way to handle object interactions with my puzzle game
9d3265 No.15380025
4ea798 No.15380047
Is there a design pattern relevant for a class whose role it is to manage the life cycle of a group of other instances of a specific type?
9a384d No.15380149
I have been optimizing Sigma II for the last two weeks, today I have gotten it down to 33 OpenGL calls and only 3 actual draw calls to draw the entire world. The first image is a trace on apitrace, and the second image is the apitrace for a build I had a week ago. I went from 427 calls to 33. I am sure in earlier builds the amount of calls was over 1000 just to do the same thing. This is using the ARB_vertex_buffer_object and EXT_multi_draw_arrays extensions. Both of those are mainline OpenGL 1.5 features but all of my cards support it, even one that only supports up to OpenGL 1.3.
Of course, there are a lot of fall back functions, including one that lets me draw the world using ONLY the functionality that I have in OpenGL 1.1, which can't just draw the world in 3 calls, it has to do one for each face since I just have EXT_vertex_array to work with. And in Vulkan, when I rewrite it, I should be able to draw the world in one call, something like that…
9a384d No.15380394
>>15380149
Never mind- it IS faster to use the VBO version, so I solved that problem. This is currently the best framerate the game has ever run at so far.
9d3265 No.15380399
>>15380149
>>15380394
You're too advanced for me to understand but congratulations on your apparently superb optimizations!
77c7f2 No.15380401
>>15380394
>fps 12050
slow down, you lunatic, you're gonna get someone killed
3189de No.15380406
>>15373176
what did you say?
ce2a89 No.15380443
>>15377470
So I'm a devfag who used to musicfag and I just want to say: look in to the concept of Motif. Motif is how you make strong compelling songs, and motif is primarily a mix harmonic and rhythmic ideas repeated and improvised upon over a song. It can be something as simple as a small syncopation that you repeat (good example: on the downbeat you play a high note). The way I'll generally make a song is I'll create a chord progression where I make one musical idea and then I'll play with that musical idea in every other instrument (usually first my bass or lead) and over different sections to flesh out the song. Just my two-cent tip for making a catchy song.
b55410 No.15380465
>>15380025
I'll be more specific than I have been in the previous threads asking about this shit.
It's not that events are the problem, but that I don't know how to organize things effectively. I have flags that affect behavior (can_sink, is_falling, etc), but then I also have to consider some way to track places objects can go (eg player-only passages that monsters can't use, or preventing the player from walking onto a fire tile unless they have the proper item, unless they're pushed onto it, etc). On top of that, there are also actor-actor (adjacent) and actor-tile interactions (occupy same tile), such as rocks falling into water.
The part that's hardest is trying to extract this into a user-friendly way to be able to define items and behavior from text files, rather than recompiling
36ba5c No.15380496
>>15379788
Pretty much, fail faster, my anon
>>15380465
>>15380047
ECS design pattern
9a384d No.15380510
>>15380401
The program is running too fast for fraps to measure it's speed. This is because fraps is adding ~0.000044ms of overhead to my frames, dropping it from just under 12000 to around the high 7000 low 8000 range.
b55410 No.15380528
>>15380510
>FRAPS causes up to 33% drop in FPS, never use it!
77c7f2 No.15380534
>>15380528
tbh it still works better, the fps drop here is at least consistant while with obs its all over the place
9a384d No.15380550
>>15380528
anything under 10,000 is literally unplayable. When your frames take 0.0000833ms, fraps really hurts.
660454 No.15380709
Had abandoned learning to use love2d some time ago, started getting back into the other day and just looking at the stuff I did in the tutorials doesn't make sense any more.
Had one test from following a tutorial on making maps, and I think I gave up where the tutorial ended (which was immediately after the section on modularity by separating map functions into a separate file), and the tutorial has been continued to this day, also what it teaches causes maps to draw at smaller and smaller scales the bigger they are, leading to a lot of empty space in window and a map for ants.
So I'm really unsure about where to go from here, clearly I need to relearn how to draw maps to the window properly, and I've only just found the topics that cover a gridlocked player and isometric graphics.
0f3218 No.15380953
>>15380394
>>15380149
The reason why it is a fuckton faster is because your GPU was just sitting around doing absolutely fucking nothing most of the time.
GPU's can render a shader program many times concurrently these days, and since you don't use order-dependent rendering (no alpha blending, depth testing is on), you don't lose anything from doing this.
Given how little triangles you have, I wouldn't be surprised if most GPU's end up drawing literally all the triangles at the same time.
If you want to reduce API calls more:
>Don't set clear color every frame (-1)
>Don't enable textures every frame (-1)
>Don't change polygon mode every frame (-1)
>Don't unnecessarily enable/disable depth test (-2)
>replace the fixed pipeline with a custom shader one (OpenGL2+). Then you'll have a glUseProgram and glUniformMatrix4fv instead of glLoadIdentity + glPushMatrix + glMultMatrixf + glPopMatrix for your first batch (-2) and then glPushMatrix + glScalef + glPopMatrix for your second batch. (-1) You could also reuse the same shader program to forego glUseProgram calls, but that's retarded.
>Replace glBindBuffer and glVertexPointer/glColorPointer/glTexCoordPointer as well as enabling the glColorArray with a single VAO per batch. (OpenGL3+) (-7)
>If the textures are of the same size & format, you could merge them into a single GL_TEXTURE_2D_ARRAY (OpenGL3+) allowing you to do those 3 multiDraws & binds in a single one (-4) You could share a single GL_TEXTURE_2D_ARRAY between different batches to forego texture binds but this is also retarded.
33 - 1 - 1 - 1 - 2 - 2 - 1 - 7 - 4 = 33-19 = 14 calls. It wont make a significant difference in performance since you're not actually doing anything retarded.
6b1fdb No.15382216
>learn music
>finish an anime illustration
>make a remake of the first touhou
>make an evangelion fangame
>begin a new game about farming and rpg shit
Which one?
a9286e No.15382233
>>15382216
Learn music, the rest of that is garbage.
9d3265 No.15382394
>>15382233
—he said, in an /agdg/ thread.
acdb69 No.15382403
>>15382216
Finish the anime drawing, learn music, and then decide which game you want to make. Replicating the first 2hu would probably be the easiest, and then go from there.
d24cbc No.15382406
>>15382216
>>make a remake of the first touhou
DO IT FAGGOT
6b1fdb No.15382412
>>15382403
>>15382406
I'm basically trying to finish an animu banner.
acdb69 No.15382490
>>15382412
Oh, for /animu/? In that case, DEW IT.
b55410 No.15382491
Worked on my updating logic a bit more … I technically have different actor types, but it's hacky. It's easy enough to flag them as being different and hooking them up to different behavior, but as far as storing and creating the behavior, it's a bit harder and where I got bogged down last time.
Every tick, all the actors are sorted based on their position, with higher priority going to the bottom right, with top left actors receiving their update tick last. This lets me maintain a predictable update pattern, so it doesn't matter which actor was created first or what type it is. It's also the reason why the ghost is able to scoot between the rock and gem, since it receives update priority before the upper object does. It's also why one ghost doesn't seem to move when they're paired up at the end - this is correct behavior, the ghost below starts to move, but still occupies the tile, so the one adjacent to it can't move until it's halfway through movement
9a384d No.15382564
>>15380953
I'm looking at how I can optimize it for my ATI Radeon Mobility 9000 card, since that is my optimization target. Right now I am rewriting the system that draws the console to use less calls, but I am going to set it up to use shaders ARB assembly shaders after that. Right now I get ~200 FPS on my ATI card.
01d67e No.15382590
>come up with idea for combat system
>make all sorts of autistic statecharts
>want to prototype it
>realize i have no assets
>throw it all away
da3294 No.15382600
>>15382590
Programmer art or opengameart.org
There's no reason to not go through with it just because it'll look like shit.
6b1fdb No.15382622
>>15382590
>make a stick figure on blender
01d67e No.15382623
>>15382600
I've been looking for sprite sheets for a bit, on that site as well as itch.io, but i can't find a fucking simple fightan game sprite sheet. It needs just walking, a couple of slightly telegraphed attack animations, stagger and some sort of riposte or block, but everything ive found is lacking some of that. I might have to try and do them myself, but im just terrible at animation. I don't even give a fuck about the art, they can be stick figures for all i care.
fc4cd5 No.15382627
Is someone compiling all the good advice in these threads or does it all go down the drain when the thread dies?
9a384d No.15382639
0f3218 No.15382659
>>15382627
It usually goes down the drain. If you want to keep something, either archive it or save a copy to your computer.
01d67e No.15382673
>>15382628
Thank you, can you recommend a program for posing / animating?
6b1fdb No.15382677
91cecd No.15382754
I'm trying to think of a steed or a warbeast for a mod I'm making featuring dark elves, mostly inspired by the D&D favor. What are some cave creatures or underground animals youbthink would be cool to see?
1d949f No.15382769
>>15382754
Giant insects! Can be a spider, worm, indistinct 6 legged burrowing crawler, etc
ce2a89 No.15382776
>>15382216
Go with whichever one you're actually capable of completing.
72d584 No.15383120
>>15382776
Or, if you think you can do all of them, go with whichever one you would actually enjoy doing. It's pretty terrible to start something, end up hating it but you still feel like you should finish it.
a53c8b No.15383279
>try to implement custom shader
>don't know glsl
What have I done?
>>15380394
Jesus.
>>15382491
This looks really nice anon.
4b4a3e No.15383351
>>15382776
>>15383120
Right now I am finishing my banner for my twitter account.
Maybe later I'll make some scales in MIDI and spend a month memorizing chords and scales.
Also I think I'll make some evangelion 3D models with OC parodies.
24db38 No.15383374
Climbing the new tree is currently possible even with the clunky movement of the placeholder character controller, my bro is making a new one with ledge grabbing and shit, this will be fun, i wonder how should i make the NPCs react to you dropping from great height near them.
b55410 No.15383406
>>15383279
Hey, thanks. I've been casually working on it since October of last year, mostly doing non-visual engine stuff, but it's kind of embarassing to call it engine work when Sigmadev is doing a really good job of it. Hopfeully I'll have something you can mess aroudn with next demo day.
1c6734 No.15383515
>>15383471
just came into this thread to say I really like this. good job.
536566 No.15383524
>>15383471
Make the next FEAR anon. You can do it.
b55410 No.15383530
>>15383471
Is there a term for the kind of light that is reflected on the back wall? It seems to reflect just the light but none of the scene
50f60b No.15383533
any news about Turtle waifu arena FPS?
de94d4 No.15383558
>>15383515
Thanks. I experimented with probuilder and this scene is what I came up with. It's really a great tool, not worrying about UVs is pretty liberating. Also, you can make levels pretty darn fast
>>15383530
I think you described specular highlights.
The windows in the scene can also do real time reflection probe reflections but the scene is too dark to show it off also it uses a lot of resources
>>15383524
it's more of an amalgate of different influences, including FEAR
http://8agdg.wikidot.com/dxrs
a0a92e No.15383788
Is it a bad idea to have loads of spells like teleport self, teleport other, teleport all in area etc or damage other, damage all in area, damange other over time, damage in area over time?
I get that I can make some of them contextual but I'm thinking that at some point there will be too many and all you really want is to spam auto attack nearest enemy anyway.
cc6843 No.15383859
Do any anons have a good guide for reverse engineering games? I installed IDA pro recently
da3294 No.15383877
>>15383788
Depends on how it's done, really. Quality over quantity, but doing something like that with "levels" can be alright too. If you organize them into tiers so that they're easy to understand and mentally categorize, there's not a problem as long as they aren't redundant. For instance, if your teleport spells there are all considered different unrelated spells, I'd say that's going to get annoying. If they are considered levels of a spell or arranged into a tree, it's fine. For a simple fireball skill, for instance, it could be something like pic related.
It's more about execution than anything else. As long as the player can reasonably find what they're looking for, has incentive to get more abilities, and there isn't terrible redundancy, it's fine.
316880 No.15384056
>>15380496
>ECS
elastic container service?
a0a92e No.15384102
>>15383877
Yeah I need to think about this more.
2dcfda No.15384129
>>15384102
Do the opposite. Put the spells in and then evaluate if you have too many or not.
9d3265 No.15384255
>>15384056
You're not even trying.
316880 No.15384291
>>15384255
s-showwy *shtawts cwyin*
d3e794 No.15384328
>>15384291
Go back to reddit.
Or better yet, hang yourself so I can be assured that I don't breath the same air with an insufferable faggot like you.
36ba5c No.15384778
Finally finished the GUI AI editor tool, and ironed out all the annoying little bugs (editor bugs). Attached is what the final editor looks like. I took some inspiration from other editors I've seen.
Really easy to craft plans now, but still need to create more sensors systems (only have sight atm, hearing is next), and to build more functionality to plug into the editor (operation dropdown there).
Biggest issue was dealing with serialization.
In the docs they recommend against using EditorUtility.SetDirty (myObject), and yet it's the only thing that works for my usage case.
The rest of the recommended saving functions do not work for non-scene objects, and it took a bit of trial and error to finally try the way that they "officially" recommended against. Bit annoying, bit of wasted time, but eh it works now.
660454 No.15385106
>>15380709
I think I finally found the starting point I needed. I looked over tile-based scrolling several times and it seemed like either an incomplete section or like it was supposed to follow another, but it runs as is (once you realize you have to create 4 image assets named tile0 to 3). I think between this and a user tutorial I went through, I shouldn't have any trouble adding scrolling to more advanced map loading. Now onto the next tilescrolling sections.
Also a bit agitated that there's a section that plugs a user lib called Advanced Tiled Loader when the maintainer dropped it for, in his own words, being an unfocused and inflexible mess.
Is it just me, or does sleep deprivation always help productivity?
77c7f2 No.15385256
>>15385106
>Is it just me, or does sleep deprivation always help productivity?
i sleep 5-6 hours and i get enough work done
7c4975 No.15385445
>>15385106
>does sleep deprivation help productivity?
When it comes to anything with complex problem solving, no. Very much the opposite. My peak productivity is shortly after waking up after a good sleep.
1ab888 No.15385521
Give me ideas for rpg maker game. I am going to leave 8chan forever very soon.
07b2a9 No.15385570
>>15385521
>All graphics done in MSPaint
>All music and SFX done by recording your voice
>Story is written by picking random words in a dictionary
72d584 No.15385889
>>15385106
>Is it just me, or does sleep deprivation always help productivity?
Are you on crack or something? It should be the opposite
58d601 No.15385895
>>15385521
Cuck mcgee's journey of salvation when he leaves 8chan and finds a paradise called Reddit.
ef9ede No.15386003
So if I'm reading everything right, it looks like the recommended order from start to profit for solo projects is
>base game engine
>network backend
>loot box system
>dlc preplanning
>game design concepts
>early access paperwork
Does this seem reasonable?
b188c6 No.15386021
>>15386003
Did you spend 6 months blowing your ideas out of proportion in notepad? This is a vital step.
660454 No.15386025
>>15385889
I wish I was on drugs, then I'd either have no problem making progress or I'd have an excuse for not making progress. I do have a problem focusing when I'm rested though, like I can't funnel that mental clarity into single tasks whereas if I'm sleep deprived it's like having tunnel vision, whatever I put in front of myself becomes the focal point.
0f3218 No.15386049
>>15386003
>game design concepts
>before a base game engine or network backend
Do you just want to produce yet another buggy piece of shit in Unity or Unreal?
eb086f No.15386080
YouTube embed. Click thumbnail to play.
guy woirks in babby engines/game makers but his observations are very insightful
40efe5 No.15386092
>>15373218
Motivation is a meme. Actually working on a project isn't fun, in fact it's the opposite of fun. It takes a very specific sort of autism to enjoy getting off an eight hour shift to stay up till 4:00AM making assets.
I haven't played vidya in weeks. Sometimes months go by.
Help.
9d3265 No.15386107
How do yesdevs overcome the fear of being demonized by the world for posting their game here?
40efe5 No.15386117
>>15386107
What are you, Yandev? If your game is good people will buy it and like it.
9d3265 No.15386136
>>15386117
b-but marketing!
7c4975 No.15386157
>>15374447
Christ, is this some babby's substitute for programming? Fucking gitgud.
592bf1 No.15386182
>>15386107
Nobody knows what this place is, except for boomer Qfags and the few people who actually post here, so nobody will give a shit even if you said outright that you posted here, which you fucking shouldn't.
In the eyes of the mainstream, imageboards are no longer the demons that they once were, unfortunately. Find me a normalfag that will take this video seriously, for example.
ef9ede No.15386213
>>15386049
You have it backwards, but also, I was jesting.
>>15386021
jej
9d3265 No.15386221
>>15386182
Forgive my faggotry, but you're severely underestimating this place. Imageboards are the source of internet public opinion. Mainstream memes are created here (I'm not just talking about silly images). And since marxists hate this place, any dev who posted early prototypes and engaged this community would be blasted by legacy media once their game released to the public. Maybe that would boost sales these days though.
4b4a3e No.15386266
>>15386221
nobody cares honestly beyond some meme twitter faggots, just don't post niggers and jews should be genocided on social media.
72d584 No.15386282
>>15386003
>Loot boxes
>DLC and loot boxes coming before game design concepts
Well you certainly nailed the cancerous AAA philosophy
>>15386221
Just don't say faggot or use "jewish" as an insult and nobody cares.
9d3265 No.15386284
>>15386266
Meme twitter faggots control vidya game sites which moms read before buying their kids a game.
4b4a3e No.15386295
>>15386284
just don't post pol garbage and don't insult people and don't complain about SJW on social media.
Just try to be a nice person, wow, so complicated.
ea75f2 No.15386303
>>15386092
But that's wrong. I enjoy making games, or to be specific, I enjoy every time I compile my code and see the thing come to life. Even the work done outside of the engine I enjoy. It's great fun to make a 3D model and watch it's eyelids open and close for the first time. It's amazing when your bunch of notes arranged in FL Studio finally start sounding like music.
Something I picked up with my experience as an artist was you have to learn to enjoy the process because you're never going to be happy with the product. While I think the latter half of that statement is loaded with cynicism and I rarely feel that way about stuff I make, but it is true that there is no fun in finishing a project so if you don't want it to be a joyless career path you have to learn to love the process
4b4a3e No.15386306
>>15386092
>isn't fun
if you're a begginer maybe, but eventually you'll get better and start to enjoy it.
9d3265 No.15386399
>>15386295
Would having posted here alone not be enough for game sites to try and destroy you?
4b4a3e No.15386422
>>15386399
nobody gives a fuck to be honest.
4b4a3e No.15386423
YouTube embed. Click thumbnail to play.
anyone here has ever tried to make PBR materials?
5ae1c6 No.15386458
>>15386423
I've made some PBR weapons textures.
c9b713 No.15386513
>>15383471
>new holes in the lampshade don't produce new paths for the light to shine through
Close, but no cigar.
4b4a3e No.15386552
>>15386515
substance painter can't even run that shit on my toaster.
050638 No.15386574
>>15386515
>that pixelization
L-lewd
eab8be No.15386736
>>15386399
>destroy you
Take advantage of the anonymity. If you're afraid you'll lose your job, be harassed or something, just don't reveal your real life info so there's no "you" to destroy and in case you feel like it, you can always just disappear.
5ae1c6 No.15386785
>>15386736
Basically practice good Opsec. Opsec that keeps you safe from these people isn't trivial, but it's not to the levels of hiding from a directed government investigation.
9d3265 No.15386884
>>15386736
You're not getting my point. The hypothetical scenario is that I release a game that has been sporadically posted in /agdg/ threads when it was unfinished. Journos and marxists then lambast me for frequenting 8chan. Get called nazi, moms believe it and won't buy their kids the game.
72d584 No.15386944
I was adding some functionality to my saving and loading of objects and realized I could have done something in a much simpler way and save a bunch of time. It's not like the function is useless or uses too many resources, but the waste in effort was a little disheartening. This is one of the best points of working with more people, when explaining your plan to someone they could help in realizing that there's another, simpler way of doing things.
de94d4 No.15386964
>>15386513
yeah, the shader doesn't work for shadow maps. I looked for possible simple fixes to that but haven't found anything within my capabilities
a0e441 No.15387003
>>15386884
If your game gets big enough that journalists can make clickbait articles about you being a nazi, you've already made it.
dc0941 No.15387005
>>15386884
>implying moms read up on what they buy their kids
>implying the kids won't see you being called a nazi on kotaku and want the game even more
It'd be free advertising, you're more likely to just get ignored.
72d584 No.15387031
>>15386884
Getting shit on by kotaku-likes for making a soggy-knee-fille game won't do shit to your sales numbers, in fact it might actually increase them because anti-sjws actually buy games and stuff. The max that journalists can do is harass you on twatter or kikebook, but then you can always just close the damn tab and get off these sites like you should have from the beginning.
Unless if you are a /pol/ack and sperg too hard on your game, then you can actually get fired from your real job and shit like that.
660454 No.15387108
>>15386884
>Get called a nazi
At this point we should just own it, because nazi is clearly the antithesis of the lunacy that they subscribe to.
>>15386944
I know that feeling, I made a script for generating animated images like a year and a half ago, and at first it was making a fuckton of writes to disk because first it wrote an svg file for generating an image (for every frame), then made tweaks to each frame, and for every effect that was added after the initial image was generated there was another svg file, and if there was 100+ frames it could have been over 600 writes.
After revising the script, there was only 2+(number of frames*2) because there's a base image that determines height/width and one after-effect that can't be done in memory with everything else, but learning how to do most of the editing in memory before making a write was a real game changer. Also shortened up the script by like 200 lines.
9d3265 No.15387130
>>15387005
>>15387003
>>15387031
>>15387108
Yeah you're right. I'm just being a faggot. Time to start working on the game.
eab8be No.15387135
>>15386884
Has that ever happened? You're imagining paranoid scenarios. Smear campaigns against individuals by the media always rely on getting them fired or doxing them. If you take doxing out of equation, then it all comes down to who your customer is. Parents don't care about what Kotaku or Polygon have to say about your game. They might care if CNN were to starts shitting on you, but for that to happen your game would already have to be pretty popular.
That is to say, your worries are more realistic if you plan on working in the industry in the future. If you decide to use the game or assets you posted here as a portfolio, then you could have some problems if someone recognized that you're That Anon From /agdg/ Who Wants To Snort Jewish Ashes Off Of Tranny's Dick. Then again, unless you act like a retard, I wouldn't worry too much even if your real life name got connected to this place, since some guy from CdProjekt didn't seem to give shit and posted his game here before being driven off for being an insufferable faggot
b55410 No.15387320
Christ how do I avoid skipping days? It feels like every other day is a toss-up between "I AM SO PRODUCTIVE" (get nothing done) and "I FUCKING HATE EVERYTHING AND WANT TO WASTE MY LIFE PLAYING VIDEOGAMES" (get nothing done).
t. not a schizo
da3294 No.15387331
>>15387320
Set a schedule for minimal work and treat it like a job. Something like "every day at 8 PM, turn off distractions, don't go to 8ch or other things, and you have to explicitly work on your game for at least 30 minutes".
I did that for a while, and it actually helped a lot with motivation. A lot of what was holding me back was how little I felt like I was getting done. Some days when I was doing the scheduled work, I'd actually get way into it and go way longer, but even when I wasn't enjoying it much, I'd still get some stuff done and feel better about it, and I'd have more days where I feel motivated because I'm actually generally getting things done on a regular basis..
cc6843 No.15387512
>>15386107
>>15386884
No one cares unless if you make it intentionally political. The Brutal Doom dev had more controversial views than you and yet his games are still popular.
The most that they'll do is refuse cover your games like they did with Hatred and Kingdom Come. The majority of consumers hate resent irrational gatekeepers and can see things for what they are, so they'll buy your product to spite them.
219bc9 No.15388408
>>15386107
By accepting that my game's target audience are people who are either largely okay with this sort of environment or people who don't care about it. This includes accepting that even if someone started a smear campaign due to me posting my game here, it will barely have a negative effect on my bottom line, if any at all.
In the event that someone does come for me, I already have that planned out. I ignore them. They make accusations or complain about whatever they want, and I don't give them any of my time. I don't moderate any forums that I have the capacity to, as the people who try to "wake" anyone in those places will just get shat upon by people who don't care. I don't acknowledge they exist. The only times these people have had remotely any success with these tactics are when they target people who won't stop engaging with them. But me, I don't have anything they can take. They won't take my target audience. I don't want speaking arrangements at some hipster event. I don't want to build bridges with the 'indie scene'. I don't want to engage in any of that. So what are they going to do to me?
So if you are unable to shrug it off as paranoia, consider that in the worst case scenario, they don't have anything to take from you.
5ae1c6 No.15388731
>>15388711
>>15388630
Is it supposed to look like it's head is hitting a trampoline at the lowest point?
9d3265 No.15388754
>>15388711
Ribs need some work.
72d584 No.15388889
>>15380443
I did a quick read about leitmotif's before because I heard people say that the final fantasy music used a lot of leitmotif, at the time it felt something a little too abstract for me, but now reading about motif I think it's the next step to improve my music, thanks anon.
4b4a3e No.15389311
What do u think about my clealy not ripoff design of clearly no azuka
5ae1c6 No.15389323
df3b13 No.15389339
>>15389311
Good job, idiot.
a53c8b No.15389356
>nfw your ECS turns into MVC
>nfw your architecture is just one big memory leak because you're too lazy to delete things right now
df3b13 No.15389364
Anyway, is using Godot a pain in the ass on Windows?
I've been using Godot on Linux up until now where Devuan keeps shitting itself. I'm tempted just to install Manjaro on another portion of partition.
If you guys have any other distro recommendations that just work with great hardware support, with networking and graphics, drop a post.
a53c8b No.15389370
>>15389364
I briefly used Godot on Windows but I don't remember having any significant trouble with it.
58a11e No.15389447
>>15375666
http://8agdg.wikidot.com/godot
http://8agdg.wikidot.com/gdscript-cheat-sheet
http://8agdg.wikidot.com/godot-cheat-sheet
Here is babby's first wiki page bounce around. I'll update these as I get information, mostly doing this for myself but figure it'd be nice to have around for other people. Eventually I am turning what I can into an infographic.
58a11e No.15389460
>>15389364
Apparently Godot has a issue with first person controls giving players stuttering issues. I think it might be bad code, but I'm also willing to accept Godot is kind of a piece of shit sometimes.
df3b13 No.15389556
>>15389460
>first person controls giving players stuttering issues
Thank you for confirming this. It totally has a major stutter/lag for FPS cameras. No idea why. My guess it's to due with the mouse input.
a53c8b No.15390046
TERRY DAVIS POSSIBLY DEAD
Somebody better be fucking with us. Looks like a hoax right now. If not, F. Perhaps God needed a man who could write a compiler. The High Priest may have to continue his work in heaven.
ee310c No.15390112
>>15390046
Discord niggers already confirmed it fake
c36b3c No.15390123
>>15390046
It's fucking fake, you fucking nigger.
ee310c No.15390124
for those that don't know about the legend https://www.youtube.com/watch?v=TcqWok8AubE
a53c8b No.15390150
Invidious embed. Click thumbnail to play.
>>15390123
>>15390112
I don't think anything is conclusive yet but the fact that there are botnet niggers involved in it is reason to be suspicious.
07b2a9 No.15390156
>>15390124
>discord
>the chans
>being sorry about a joke going too far
This faggot.
4b4a3e No.15390892
Godot 3.1 alpha just released, wow.
f9034c No.15390944
>>15388630
>>15388711
think this is pretty much it, except for the arms
a0e441 No.15391369
01d67e No.15391424
>>15386423
If you target metallic/roughness instead of glossiness/specular it's very straightforward. The options are self-explanatory.
>>15383859
What do you mean specifically? For hacking, for recreating the game, for figuring out mechanics? For anything that has to do with rendering, use Renderdoc.
>>15389356
>>15391300
Look into these two ECS:
https://github.com/redxdev/ECS
>single header
>very easy
>anything is a component
Never had any issues with it over many small projects, made many small adjustments myself, the code is template hell but still easy to figure out
https://github.com/alecthomas/entityx
>larger than the first one
>proven to some degree, more performance oriented
>pretty much the same interface, also really easy
4b4a3e No.15392062
>>15392059
last time, fuck.
cc6843 No.15392372
>>15391424
>What do you mean specifically? For hacking, for recreating the game, for figuring out mechanics? For anything that has to do with rendering, use Renderdoc.
For figuring out the mechanics or recreating the game, I never got reliable info about it in school so I figured that I should learn from the source. Thanks anon for giving out the rendering reverse engineering software.
01d67e No.15392452
>>15392372
>For figuring out the mechanics or recreating the game
Decompilation gives terrible results. Try and decompile a simple C program you write yourself, like say a fizzbuzz, and try to decipher the results. To make it worse, games are extremely complicated software, with mechanics that are probably buried in ECS-structures, maybe even network logic on top. You would probably have a hard time figuring out the mechanics if you had the plain source code, with decompilated source it's close to impossible.
Your best bet as for source code is extracting script files, like lua scripts for example, from the games packed binaries, but not every game uses them, and it is possible that even those are compiled / obscured in some further way.
So really i would recommend just looking at the game in a black-box scenario, extensively testing mechanics until you have them figured out. What game are you looking at?
cc6843 No.15392501
>>15392452
I'm looking at Joint Operations: Typhoon Rising and Red Faction Guerrilla. I want to see how geomod works since it doesn't seem to use octrees.
5ae1c6 No.15392507
Items in the inventory can now be manipulated. On top of this there are three types of commands, a general command, a world command, and an inventory command, which can be used in general, in the world, or in the inventory respectively.
This allows for what's shown in pic related. There are two "get" commands, an inventory and a world version. After picking up the knife and activating the world "get", if the player tries to pickup the knife again the game will see the knife in the inventory, but no knife in the world, and go with the inventory specific command for the knife which says that the player already has it. "Look" is a general command, because the knife looks the same on the ground as it does in the player's hands.
2f29fc No.15392512
Why is it so difficult for developers to make use of multi cores? Why isn't it as easy as offloading different aspects of the game to sets or individual cores?
23dfd9 No.15392514
I have no drawing or musical ability, so I'm going to make a game that's purely text based.
d24cbc No.15392542
4b4a3e No.15392551
>>15392542
is in alpha, so basically buggy, but you can test it and report bugs.
2b3e7c No.15392554
>>15392512
Managing threads manually tends to require OS specific code, race and async logic errors are notoriously hard to debug, and it requires a programming paradign that isn't always applicable to gamedev
01d67e No.15392590
>>15392501
How it works as in how they did what exactly? The destruction?
>>15392512
Try it yourself. Most game logic depends on each other. Spawn these particle effects? Depend on wether the spell triggered. Ask game logic. Did the spell trigger? Depends on wether the projectile hit. Ask physics. Did the projectile hit? And so forth.
And rendering is often using multiple cores nowadays, because it is one of the few things that can be parallelized well.
289daa No.15392707
>>15392062
¿Quién te dejó salir de la cajita, hijo puta?
Que bueno que quieras hacer juegos, pero práctica más tu dibujo.
>>>/monster/289731
>>>/loomis/
01d67e No.15392853
>trying to set up clustered forward shading
>shit is finally working
>SSBO upload no longer causes crashing
>cluster detection seems to be correct
>lower down light radius
>everything is fucked
Fuck my life
a2170b No.15392961
>>15392507
A text engine? Good. I don't know much but it should be "It's a steel knife with wooden handle" instead of color.
2f29fc No.15392969
>>15392590
no a programer, just see people complain about how hard it is to do so.
cc6843 No.15392993
>>15392590
>How it works as in how they did what exactly? The destruction?
I want to figure out how they handled the destruction while keeping it's performance. I noticed that some objects disappeared, but it doesn't seem to be intrusive.
01d67e No.15393014
>>15392969
I meant try it as in a thought experiment. The problems are serial even on a non-technical level.
5ae1c6 No.15393357
>>15392961
>A text engine? Good.
Thanks.
>it should be "It's a steel knife with wooden handle" instead of color.
The "look" command is supposed to be what you see at a glace. I have the "examine" command for more in depth information.
If the material of the handle and blade are obvious at a glance, then I'll include those under the "look" command. Even if I'm not changing the text your criticism helped me formalize this idea into a rule to keep future writing consistant.
If you're curios, you get the following when you examine this specific knife.
>The knife's metal blade is about 7 inches long and coated in a matte black finish of some sort. The brown handle is about 5 inches long and appears to be made of stacked rings. The letters "USMC" are stamped at the base of the blade on one side, and "KA-BAR OLEAN NY" is stamped on the other side.
With what I have planned, if the character has points put into the knives/swords skill then the game would say "steel" instead of "metal", give specifics about the black finish, and it would tell you the rings are made from hard leather. On the other hand if you don't read English or are really dumb it wouldn't tell you what was written on the blade and just say "some symbols can be found at the base of the blade on both sides".
66d0b5 No.15393361
9dac27 No.15393367
>>15392512
If making a single threaded game can already be complex when you have lots of moving parts, making a multi threaded game increases the number of problems exponentially by the number of cores used.
>>15392514
Learn art, it's not magic, little by little you can learn.
40efe5 No.15393532
The question now is:
How the fuck do I make cute girls in this art style?
93c6db No.15393553
>>15393161
That's a giant fuckin' head. Low Poly stuff is generally how you start a model though, so good on that. However, just to cover something, but one of the reasons T-poses are used when making modelsis because that's the neutral position of the arms and legs, to move the arms or legs you need to stretch and contract polygons, and if the arms and legs are made in those positions, there's less stretching and contracting overall, which helps prevent weird stretching glitches on the armpits if the character model needs to raise it's arms for whatever reason.
Artistically, the body proportions below the neck are pretty much perfect, and if the head's a stylistic choice then that's fine, but be aware that it's about 20-30 percent too big. Overall 8/10, because giving anything a perfect score is dishonest.
66d0b5 No.15393585
>>15393574
Oh yeah. I downloaded every image from tkmiz's twitter to use as wallpaper. There's a few photos mixed in there but having a new appealing wallpaper every minute is really fun.
ee310c No.15393586
>>15393560
where is that cute girl from?
9d3265 No.15393587
2dbc0d No.15393609
>>15385521
A game where you play as feminists trying to destroy western society
> "I am going to leave 8chan forever very soon."
Hah, good one mate.
6305f2 No.15393613
>>15393585
Do you have the newest pictures from his twitter or did you just download that one dump?
24db38 No.15393625
>>15386107
Don't be a baby criticism is good for you
93c6db No.15393657
>>15386107
Yandev got demonized because he went very far into politics and didn't come out. Don't get caught up in the community, be it for money or attention, it won't help you.
Don't state any of your stances, just make a game.
Don't get political online, just make your game.
Don't futz around with online bullshit, just make your game.
Make your game good. Make it without distractions. Show people what you're making to hype up. Nothing else leads to success.
c5f722 No.15393768
Anon that is trying something with animation here.
Last time IIRC, I was trying to load animations. Which was done some time ago and I tried to make it work with uniforms in the shader which also worked.
Except that it's for a single instance of a model, all other instance would run at the same time than the first, so I had to muck around and saw that using a texture buffer can work around this limitation, adding some animation data per instance.
Now that I know where the challenge is, I will have some time to ponder on it since the test animation code will be used for 1 or 2 boss, and the rest is conventional animation.
I also prepared some ground for the start menu, as well as a small rendering loop where I can test and develop gameplay related code. This also served as a quick test on what I understood of OpenGL 3.0+ operations with shaders.
Current task: Link with enemy instance and small script -> Script manager -> animation and rendering loop
I have wrote on paper what I would need, "only need" to code it now, in between other stuff and drawing training.
25efa0 No.15394180
>>15394163
Post the best mask, you fuck.
d0b238 No.15394187
>>15394163
If you guys decide to sell DTM2, please upload a version to torrent sites with everyone's face chaikafied. The only DRM you'll ever need.
62e215 No.15394587
>Make 75% of a fairly complex game's mechanics in Game Maker 1.4. (RPG with unusual battle system.)
>Decide that I want to leave the GM plantation for Godot.
>Decide that I want to open source my game eventually, which is best served by Godot anyway.
>If I do, months of progress will be lost, followed by an indeterminately long period of porting everything.
>The process will no doubt include many other problems that I haven't foreseen.
What do? For context, I've never made an RPG before, so have no idea how long it takes to fill out the game with assets, enemies, locations, and plot once you have all of the mechanics in place. Am I better off just finishing it in GM? Any action I take feels like I could be contributing to months of wasted time, and the uncertainty is sapping my motivation.
1f89c2 No.15394594
>>15394587
tbh try and actually finish it first
i've had "finished" mechanics for months now and i've still hardly done anything beyond that
d24cbc No.15394807
4b4a3e No.15395097
>>15394587
try to finish your game, then maybe make a sequel on godot.
660454 No.15395501
Following the tutorial on "fine" tile-based scrolling for love2d, I'm having trouble understanding how some variables are altering the display.
It has the map dataset which is a table of numbers associated with a tile, then it gets the map width variable from #map[1] and map height from #map, map_x,y is set to 0, display_buffer=2, display height=20/display width=16 and finally tile width/height is 16
now what has me confused is that setting the display height/width to anything more or less results in a worse display
first webm is using those original values, and you can see it looks pretty decent and scrolls smoothly
although at the right edge you can see it looks like it's stretching the width of the tiles
second example I set display width to 21 and height to 15, and it results in being unable to scroll left/right and when scrolling all the way down it stretches the height of the tiles at the bottom
3rd example I've set the tile height/width to their actual size (48x48) it really limits how far scrolling can go unless I set the display_width/height to a lower value like width=7.5 and height=5.5 (just found out I could use decimals to prevent that tile stretching)
I don't understand how I'm supposed to determine what those values should be without much trial and error, and why the tiles along the top and left side seem to be cut in half.
3f13f5 No.15395572
>>15394613
>ahegao face for smelling donuts
no
a0e441 No.15395575
>>15395501
From what you're saying display width and height are for how many tiles in each dimension are in view, which is why when you increase them but aren't changing the window size you're not able to pan as much. That's also why if you increase the tile size with the same window size you need to lower them.
It'd be easier if you just pastebin the code.
9d3265 No.15395904
>>15395572
you know that's a placeholder for a dick in the game
1c4fd1 No.15395939
what engine should i learn if i'm mostly an artfag but want to learn enough to make a 2d fighting game?
sorry for the newfag question
4b4a3e No.15395943
>>15395939
godot or mugen or 2D fighter maker.
6e03e7 No.15395963
>>15386107
I never post my game here. I'm not banking on hitting gold with my games, like Notch did. More realistically going pro with gamedev will be a slow and steady process that takes years to build up. Years of work that can be destroyed at any moment because I triggered the SJW cult, and they suddenly start denying me exposure any chance they get. I've seen all the excuses "Mock them, they'll give you more publicity" "If your game is good people will buy it" but there just cause me to ask questions like: Where are the Hatred devs now? What if my game doesn't catch on like fucking wildfire but is still good? How will people even know about my game? etc.
SJWs gatekeep a lot of the traditional routes in games. There are ways around it but they are unreliable.
90991f No.15396014
>>15386107
Just don't post your views on social media.
ea75f2 No.15396135
>>15396014
>Don't post stuff that's not the game on social media
You'd be amazed at how almost every developer struggles with this. Even when they don't outright post it I've gotten those dumb "This person liked this post" stuff and it's a bunch of SJW stuff-that-never-actually-happened posts.
660454 No.15396191
>>15395575
No need to pastebin, it's all in the tutorial:
https://love2d.org/wiki/Tutorial:Fine_Tile-based_Scrolling
It just wasn't explained in a way that sunk in.
eab8be No.15396221
>>15395963
>Where are the Hatred devs now?
They seem to be doing just fine, since they managed to release their third game despite being shat on for both Hatered and ISIS Defence. They even got some award at this year's PAX according to their steam page.
6e03e7 No.15396242
>>15396221
There most recent game looks decent actually. As opposed to IS defender, which was literally a rail shooter. It gave me the impression they where suffering financially for such a barebones game genre.
a0e441 No.15396262
>>15396191
It's a pretty piss poor tutorial. For example map_display_w shouldn't be hardcoded as 20, it should be something like map_display_w = math.ceil(love.graphics.getWidth() / tile_w). Assuming the map tiles are the static ground ones you should draw them to a framebuffer once and then just draw that instead of hundreds of tiles each frame. It's also teaching you the bad habit of throwing a lot of your variables into the global table which is shit for performance.
660454 No.15396416
>>15396262
I can say that even having done the tutorial on tile scrolling before that (that tutorial links to fine tile-based scrolling and efficient tile-base scrolling as continued learning)
I had split up the code into separate files as I've seen in an admittedly better, although incomplete, tutorial that already introduced the use of quads.
So the tile array, map table, and majority of variables are stored in map1.lua and I use a function to load it from path in main.lua
So I've made map_display_buffer local to map_functions.lua which handles the draw_map() function and changed map_display_w/h to use that formula. Results in a bit of a black border appearing at the right and bottom edge of the map as it's scrolling just a bit beyond the boundaries, and I just found what's causing the cutoff of the tiles at the top and left edge, when it calls
love.graphics.call(tile[map[y+firstTile_y][x+firstTile_x]],((x-1)*tile_w) - offset_x - tile_w/2, ((y-1)*tile_h) - offset_y - tile_h/2)
the (x-1) and (y-1) creates that cutoff, but removing the -1 makes it show beyond the map boundary and raises hell when scrolling, but just setting it to -0.5 works to meet map boundary to window border.
As least now I feel somewhat validated in my confusion.
a2170b No.15396714
>>15393357
Forgive me if I don't understand but I think having both 'look' command and 'examine' command for the same object is redundant. The limitation of a text based game is that the player cannot infer an item or situation based on visual cues; it has to be told to them. So when you present a situation where a knife is at a table, you tell the player "You see a knife on the table". The player then inputs 'look' command, which returns "Its a black knife with dark brown handle", then the player inputs 'examine' command which returns "its 7 inches long etc.", depending upon whether the player character is adequately intelligent.
A better option would be 'look' command for general direction and areas, and 'examine' for specific object.
b55410 No.15396729
>>15393657
JUST LIKE MAKE GAME®
Incidentally, I'm stepping out of dev for a week or two because back to school at work is insane and I have no free time. I'll basically have all of September and most of October free, after Tuesday though, so I'm gonna try to come in with a fresh look, and plug away at more engine shit, like batched draw calls and shit
f83ec2 No.15396747
9d3265 No.15396748
142fe7 No.15396751
12e10a No.15396753
>>15396715
I rate 12 polygons
268c2e No.15396785
>>15396715
You'll never make it, cris.
4b4a3e No.15396790
>>15396785
I've made two games in the last month.
35ad29 No.15396794
>>15396715
Serious response:
What's the poly count? Why aren't you using smooth shading? It honestly looks pretty bad.
Her head is pretty awfully proportioned, calarts-tier. You need to shrink the head a bit and fit it with the style of the body better.
I think smooth shading and a better head would make it look really good.
4b4a3e No.15396800
>>15396794
that's the size of loli heads in animu.
4b4a3e No.15396803
>>15396794
886 vertex total.
268c2e No.15396807
>>15396790
Okay, let me fix that. You'll never be successful or make anything of worth. Everything you've made for the past year two years? looks like shit, and you're immune to criticism.
>>15396800
Case in point.
4b4a3e No.15396813
>>15396807
It doesn't matter what I do or how much I try, is always shit to anons, so I just don't care a lot now.
268c2e No.15396819
>>15396813
You're not trying and you're not looking to improve. Stop posting "pls rate." with everything you make if you don't care.
35ad29 No.15396824
>>15396800
Not really. The proportions for anime lolis are different and are generally more well done. This just looks like a stylistic mess.
>>15396803
Decent but is it in the body or the head? You should focus more vertices to the head in anime low poly. Use ps1 modelslike resident evil 2 as inspiration/an example.
Please just try shrinking it a bitand post the results.
1251c7 No.15396860
>>15386884
Two things. If you only care for making a good game, and don't bow to the SJW cliche then you will be demonized regardless for being a shitlord. If you are a privilege checking, transsexual, starbucks chugging, left leaning parasite you'll be loved by the media.
780d56 No.15396895
>>15396819
I care but like I say, it doesn't matter what I do or what I post, is always shit.
I literally spend three days on a illustration for anons to call it garbage.
I even made a traditional animation by hand to have as reference and did several concept art to get a proper nice design and drew reference art to model it.
don't say I don't make the effort.
780d56 No.15396901
>>15396824
total implies all the things on that render.
the body is 700 vertex.
54443a No.15396905
>>15396715
Nice proportions, polygon use, and posing, asshole.
24db38 No.15396928
>>15396715
I think the head is too long, if you are going for chibi-like make the head rounder
Making a charming low poly character is much harder than making a decent high poly, why are you going for it anyways?
268c2e No.15396943
>>15396895
>doesn't matter what I do or what I post, is always shit.
And your work will continue to be shit exactly because you don't care what people tell you. You will forever be an awful artist with that mindset. You should be taking criticism to heart and trying to fix your work, but you've decided not to in the entire time I've seen you post.
>I even made a traditional animation by hand to have as reference and did several concept art to get a proper nice design and drew reference art to model it.
By badly copying a character design you didn't make, making a pointless 2D animation that doesn't use any of the basic rules of animation (which you could look up because you have the resources to) and then making a 3D model out of it, even though it doesn't make any sense in terms of a workflow.
>don't say I don't make the effort.
You're not putting any effort into improving. Stop posting.
df3b13 No.15396985
>>15396813
I'll give you some pointers, your shit didn't look half bad. Perhaps we could collaborate together? Contact- Steam or email?
24db38 No.15396987
Gonna share some references i used to get the proportions for my character
Pokemon Sun&Moon has great simple med/lowpoly models, you can download the ripped models, put them on Unity and take screenshots from different angles to build references, just don't use the models themselves obviously.
efb91e No.15396994
>>15378567
this is probably the only game in agdg threads i am following,and i hope you faggot will not abbandon this
24db38 No.15397001
>>15378567
can't wait to play your game anon, looks juicy
780d56 No.15397022
>>15396943
I'm still happy with her.
Art is not a competition, some people will be worse than others, as long as I improve over time I'm happy with it.
35ad29 No.15397066
>>15397022
Why haven't you tried any of the fixes I suggested? It looks bad and could be fixed easily.
You won't improve by striving to fail.
780d56 No.15397070
>>15397066
I'll make the head smaller then.
d4a4de No.15397519
Okay, so perspective projection is when we project all of the vertices onto the near plane, and after that we perform the transform taking the points to normalized device coordinates.
Why do I often see NDC depicted as a cube?
Aren't our vertices, at that point, guaranteed to be in a 2d plane?
b55410 No.15397675
Is it worth making a simple noise library for my game engine? Or are they general purpose enough that any one I find will be good enough?
b55410 No.15397775
>>15397675
And I guess a follow-up question. Even in games, UIs are best done with events, right? I had the idea for a "context" object that acts as a super root for all control/ui trees. Would it make more sense to have the context call an event, and supply the sender control as an argument, or should each control object have its own event?
In the first case, each subscriber might get hit with a lot of noise filtering out events that aren't relevant to it
58a11e No.15397899
>>15389447
Woke up a couple of hours ago, the weekend was rough. Working on formatting some of the information I have for the wiki better, plus doing some fact checking so I don't post a bunch of false shit. I'm not going to keep everything in the format of a script, since the whole purpose is to be able to put the info onto an image so it can be printed. I'm going to cut down on the amount of words used when compared to Godot's official documentation. Too much fluff, sometimes not enough information or poor spacing. I think Godot's official documentation site is awful. Not sure I can make anything better, but I'm going to try for the cheat sheet.
I'm writing up Transform information right now because I can't find any pages where someone just explains it in the simplest of terms but with some sort of comparison to stuff people see in games they might have played.
58a11e No.15398021
>>15397899
This is how I wish the wiki was written (not as code in this example, but with this much information in these few words):
# Node2D Properties
# Measured in pixels
#
# Position: Local 2D coordinates (x,y) of local position, relative to parent node.
# Rotation Degrees: Local 2D planar body's rotation value (0-1440 degrees limit), relative to parent node.
# Scale: Transformation value that changes the size or shape of Node2D extensions.
be023f No.15398563
>>15397070
Nigga your Asuka model is retarded as fuck. I can fuck around in blender for an hour and make a better looking models than your deviantart-tier shit. I know you're probably doing something autistic like making a model entirely in object and edit mode but still fuck off with that attitude.
df3b13 No.15398578
>>15397070
>>15397022
Talk to me man, I'll help you with some of the hard shit.
df3b13 No.15398598
>>15398563
Hey at least he's actually progressing. You, however have posted none of your progress.
40149e No.15398618
5ae1c6 No.15398636
>>15398598
Don't start with that. Random (1)'s who've never made a game saying how my work is shit is how I improve and gain the ability to explain my motives and purposes. I don't take everything they say as absolute truth that I must follow, but I consider it and both my game an I are better for it. If they stop I don't get those benefits.
9d3265 No.15398648
>>15398636
(1)'s exist to be bullied.
01d67e No.15398669
>>15398648
Those posts are the reason this general hasn't degenerated to a cancerous Discord hugbox tbh. If you can't handle some anon saying your work looks like shit, you should probably use Reddit instead.
df3b13 No.15398676
>>15398669
Yeah, but when its just
>hurr you suck
There's nothing constructive about it. How can you get any creative guidance?
01d67e No.15398680
>>15398676
Still it is feedback, even if its crude. It's useful in an autistic hobby like this to have a reality check every now and then. You can easily waste thousands of hours doing something, and if no one ever says how terrible your shit is because that would be considered unconstructive you eventually end up with Deviantart.
9d3265 No.15398692
>>15398669
>>15398680
Ok but there's nothing wrong with bullying them back.
01d67e No.15398716
What do you think of a section on the wiki or some other format for possible collaborative projects? Nodevs could list their skills and previous work, and eventually someone with an idea and a skillset himself goes through the list, writes up a couple of anons and they could start a project. I know collaborations have been nothing but a massive meme over the history of agdg, but maybe if anons properly list their qualifications it could actually work out one day. For example, i would really love to work on a game, but i suck at anything to do with art. Im a decent C++ developer and graphics programmer but i can't model, rig or animate for shit so any kind of solo project is destined to fail.
>>15398692
Sure
1f89c2 No.15398720
>>15398716
i'm ok with that
01d67e No.15398744
>>15398720
Think it should be a list of projects and nodevs "apply", or a list of nodevs and some kind of project ideaguy anon calls them up?
9b6a5c No.15398857
>>15398716
Problem is nobody knows their own qualifications. As soon as someone completes an Unity ball rolling tutorial, they think they're ready to be the developer in a group project if only someone provided the art. Same with artists, they've scribbled some cartoon characters and think they're up for making the game assets for a videogame, surely they'll be motivated and pushed to new heights if only there was a project to work for. And to add fuel to the fire, nobody understands how much work it is to do the other member's jobs either, so the programmer usually doesn't realize how much work it would be for the artist to fill an entire 3D world with assets and make tons of weapons and character animations and such.
ee0d10 No.15398874
>>15398744
>>15398720
you know you could just pop into the disagreement server
d0b238 No.15398924
>>15398874
You know you could just not use fucking botnets
5ae1c6 No.15398963
>>15398744
Why not both? Different strokes for different folks. Some may be up for anything while others would be more willing if they get to choose the game they are becoming a part of.
There should be some guidelines when listing a project for people to apply for. Here are some suggestions.
1. Give as much detail as possible. If you can't give specifics because you don't want people stealing your idea, at least say what is already planed and in how much detail it has been planned. If it's a fighting game, how many characters are on the roster, and how many moves per character? If the game has levels, how many levels are there? If it's an FPS, how many and what kind of guns are there? What's the art-style? What are the mechanics? What kind of camera are you using? How many prop assets do you want? If you don't know, or don't have something planned, say you don't know and what you don't have planned. State your intentions, don't state what you think will get you people. If you want an art-style that is dictated by the artists, say so. Don't assume an easy art style will get you artists, then assume low poly is easy, then say your game's art style is low poly.
2. Who do you already have on board, what are their skills, and what are they are doing? This includes you. What skills do you bring to the table?
3. What skills do you need? What can someone expect to be doing if they join?
4. What tools are you using? This includes everything from version control to the engine. If you haven't pick the tools yet, say you haven't picked yet rather than picking something you don't know anything about. Artists will pick their own tools, don't tell them what to use, but do tell them the format their art needs to be in to work in the game. For example exporting a Rigify model from Blender to Unreal Engine requires a special blender script https://github.com/chichige-bobo/BlenderPython/blob/master/RigifyToUnreal/RigifyToUnreal.py
5. What has been completed, what is being worked on, and what's is the current state of the project?
6. How will the project be managed/how is this project being managed? Is this one man's vision being realized with support from other people, or is the project collaborative and the man in charge is keeping people moving forward rather than on a single track?
7. What tools will be used for communication among the group?
8. How can interested Anons get in contact?
When you apply for a position, say what you have done in the past and if at all possible give specific examples. A programmer may give examples of game mechanics they have implemented in certain engines, a musician will post their music, a 3d modeler will post their 3d models.
9b6a5c No.15399554
What would be the easiest way to change C syntax so I can use normal dot syntax instead of -> for pointers?
0f3218 No.15399582
>>15399554
Just do (*struct).member instead of struct->member.
Or even better, stop trying to rice up C. It is not a language meant for this shit.
9b6a5c No.15399589
>>15399582
>Just do (*struct).member
That's even worse.
I just hate having to use different syntax depending on if I'm using a pointer or not, it's pointless extra work and clutter and confusion for no actual reason.
>It is not a language meant for this shit
For what shit? Not having pointless clutter?
d0b238 No.15399593
>>15399589
Compilation would be considerably slower without that "pointless" clutter.
0f3218 No.15399603
>>15399589
>I just hate having to use different syntax depending on if I'm using a pointer or not, it's pointless extra work and clutter and confusion for no actual reason.
C is a language that tries to be as simple as possible. . and -> are meaningfully different operators; and it exposes the usage of pointers to the reader; both human and compiler.
If you want a language where you can hide these things behind abstractions, you can use C++. That language has a feature called references that does exactly what you want.
9b6a5c No.15399612
>>15399593
The compiler knows whether the variable is a pointer or not, otherwise it wouldn't be able to give you an error when you use the wrong syntax. -> doesn't do anything to improve compile time.
>>15399603
The mixed syntax makes the code slower to read and write more than it helps me find out whether the variable is or isn't a pointer, and that's ignoring the extra work it creates when I have to change the syntax. You cannot use . on a pointer so it's not like there's any obligation for them both to exist simultaneously.
24db38 No.15399641
>>15398931
now make one where she eats the entire thing in one chomp
0f3218 No.15399646
>>15399612
Look, anon, you're shit outta luck. . and -> being different was a thing decided on a long time ago before there were even proper compiler standards, and the difference was kept for the sake of readability, partially to be consistent with pointers themselves being accessed with or without a * depending on whether you want to modify the pointer or the value its pointing to.
I find it more readable in general, and you'll find it more readable once you get used to it.
If you REALLY REALLY want your . behaving like ->, then you can write your own compiler extension. Or, you know, use a different language. Like C++, as I mentioned earlier, since that has references.
9b6a5c No.15399674
>>15399646
>I find it more readable in general, and you'll find it more readable once you get used to it
The same argument could be used the other way. You're just used to it being that way so you don't acknowledge there being something wrong with it. I'm already "used to it" but I've never begun to feel less annoyed by it for over the course of a year+ or however long it's been since I started using C.
>references
I don't want references, I want pointers with less annoying syntax.
d0b238 No.15399688
>>15399612
>The compiler knows whether the variable is a pointer or not, otherwise it wouldn't be able to give you an error when you use the wrong syntax. -> doesn't do anything to improve compile time.
No, the precompiler changes thing-> into (*thing). before compilation. Checking whether it's a pointer or not here would incur extra time costs, so they don't do it.
Then while compiling, it's a lot faster to do
>if . and it's a pointer, error and skip
than it is to do
>if . and a pointer do pointer stuff, else member stuff
because for a codebase with millions of instances of this, a simple if is faster than an ifelse.
4b4a3e No.15399757
>imagine being so angry as to seethe over other person being bad at art
I already told you I'm trying the hardest I can to make the best art I can.
what do u want me to do?
kill myself?
d0b238 No.15399809
>>15399757
You're putting a lot of effort into the wrong places, I think. You start off with a drawing with bad proportions, put effort into turning it into an animation with bad proportions, then turn it into a 3D model with bad proportions. You could instead have used that time on learning how proper proportions work, which would most likely translate directly into better animations and models.
Basics before advancement. Walk before you learn to run.
>tl;dr you need more >>>/loomis/ Everyone needs more /loomis/, always
4b4a3e No.15399822
>>15399809
>make the art like I had in my mind
so is my mind wrong?
9d3265 No.15399929
>>15398874
How do I find the server? Never used discord before.
>>15399757
>>15399822
Anon if you're set in your ways you gotta have a thicker skin.
By the way, is it true that MS adds telemetry crap to your program if you use Visual Studio?
4b4a3e No.15399946
>>15399929
a shitty artist that is reliable will find more success in life than a better artist that is not as reliable.
hard work > talent
at least that's what I've seen IRL.
be023f No.15399951
>>15398598
>posting progress is the same as making progress
>"why don't you do better" fallacy
wew lad
d0b238 No.15400004
>>15399822
Yes, your mind can very much be wrong, and if everyone and their mother tell you that what your mind wants is bad that is most likely the case.
Art improvement generally happens in hills and plateaus, which is related to why there's a lot of artists that hate their art. You have periods where your mind's ability to formulate what looks good improves (resulting in you suddenly seeing a lot of problems with your old stuff, but also starting a "hill"), and and periods where your manual dexterity and drawing skill have reached your mind's ability (the "plateaus", where you're content with your art, but can't improve for a while and completely stagnate if you get compliant).
This is also why you occasionally see some deviantart 12 year olds go from shitty sonichu-tier skill to drawing really good shit all of a sudden in the span of a year or two; the old stuff legitimately looked good in their mind, and came out exactly as they wanted it to. It's also the cause of "I can't draw" people, as their mind is better than their dexterous skills and everything that they draw comes out shit to them, so they give up instead of training those skills.
Another example is Tim B^Uckley, he stagnated for a really really long time because he was happy where he was at in skill. After he ended his comic's shitty story and started actually drawing and practicing new stuff he improved. Improving art usually starts with improving your mind. Everyone can, including you. Unless you have an actual impenetrable psychological blockade stopping your mind from improving, like Chris-chan.
a0a92e No.15400025
>>15400004
That's good advice anon. I have no idea about drawing but that's quite a lot like how music is.
The reason arts are lifetime pursuits.
ee0d10 No.15400049
>>15399929 i think there is a link in the wiki somewhere… i guess not here is one https://dis*cord.gg/FPnYG6
4b4a3e No.15400129
>>15400004
yeah, maybe, of course more skilled art is better, but there's plenty of shitty artists I still enjoy because the story is good or they have something.
pure technical skill is not the end of art, and people can enjoy mediocre art.
It seems anons are just stuck in XIX century french realism as the goal of art and they don't understand sometimes pure technique is not the goal of art.
japs don't even care about the quality of their chinese cartoons but they care more about the art.
otherwise why would a shitty webcome like OPM be so popular to japanese?
4b4a3e No.15400136
>>15400129
>care more about the art
the story *
a0e441 No.15400147
>>15399946
Instead of wasting three days drawing one thing poorly you could have spent three days doing drawing exercises to develop the mechanical skills to help make your drawings not look like chicken-scratch messes. Clearly you're uncomfortable drawing, so it makes it hard to take you seriously when you lament on just how hard you're working. How do you function in any professional environment when you can just deflect a dozen different people telling you something is wrong?
At the very least, if you're content with not improving your art then don't post it under the guise of wanting feedback and wasting people's time you dipshit.
4b4a3e No.15400190
>>15400147
people don't seem to mind roblox and minecraft art.
5ae1c6 No.15400219
>>15400129
If the art of OPM doesn't matter why did One have his friend re-draw much of the story with better art?
4b4a3e No.15400241
>>15400219
because people like better art?
but mediocre stuff technically wise can also appeal for other reasons (color, story, crazy shit, good designs).
crazy technique is not the end goal of art.
4b4a3e No.15400283
>>15400219
>>15400147
>>15400004
why is always begginers that tries to teach me what is art when their concept of art is still being stuck in 1910?
25efa0 No.15400300
>>15400241
>>15400283
Why is it always shitters with poor technique who cry about muh subjectivism and muh technique isn't everything? Technique certainly isn't everything in art, but it's still incredibly important.
If you can't handle basic feedback, go back to your Brazilian hugbox.
d0b238 No.15400325
>>15400241
>>15400283
The thing is, there's different kinds of bad art. One's scribbles are just that, scribbles. But they have more of a sense of proportion than your art. His mind's better than his hands, except he doesn't give enough of a shit nor gives himself the time to improve said skill because he's a writer.
And guess what, he also doesn't ask for critique, nor does he complain about people not getting it when they give him said critique.
In case you didn't know, Picasso first learned how to draw realistically, then went on to do his weird shit. The same is true of any good caricature drawer you might find on the street, despite the odd proportions they draw. The problem is not that our concept of art is stuck in 1910, it's that your concept of art is stuck in 12 years old.
eab8be No.15400338
>>15400300
>>15400325
This faggot is using the exact same bait as he did about a year ago. No point in talking to him.
9d3265 No.15400347
Please select one of the following or input your own:
8/agdg/
full/agdg/
/agdg/*2
8agdg
/8agdg/
5ae1c6 No.15400353
b188c6 No.15400355
9d3265 No.15400357
9d3265 No.15400399
By the way, what's the story on the agdg logo? Is there a license somewhere I should know about if I want to put it in a commercial product?
4b4a3e No.15400407
>>15400300
>>15400325
>if you can't copy a photo like a xerox machine it means you don't know how to draw
wew lads.
a0e441 No.15400418
>>15400399
Which one? The alternative one that was made is CC0.
9d3265 No.15400428
>>15400418
The angular one everyone uses
25efa0 No.15400430
>>15400407
Nice strawman, faggot.
4b4a3e No.15400438
>>15400430
I can draw in a more realistic style, but It just happens to be nothing more than a more realistic style, which I find boring.
a0e441 No.15400448
>>15400428
The license of that one is dubious, that's why anons made alternatives so they don't open themselves up to potential ass fucking later.
9d3265 No.15400473
>>15400353
Please vote guys
2a3788 No.15400479
>>15400347
agdg.8ch
8ch.agdg
8ch/agdg
you can replace ch with chan, having just 8 makes it look like a the shitty 9gag
592bf1 No.15400487
>>15400347
I just prefer /agdg/ because I don't give much of a shit about what cuckchan's up to.
25efa0 No.15400500
>>15400438
So you proceed to shit everywhere with the excuse that "it isn't realistic" and are shocked when people point out that it's shit. Stylization is still a reflection of reality and thus truth, it just draws more attention to specific elements of the truth and brings up things we might miss otherwise.
The only thing your stylized work brings attention to is your lack of skill, anatomical knowledge, and focus, all of which applies to your so-called "realistic" work as well. Through rising up and stretching yourself to your full height before us you have revealed yourself as an intellectual, spiritual, and likely physical manlet.
4b4a3e No.15400515
>>15400500
>reaching my initial goal (to have the same skill as my art idol when he started)
>hey why don't you give a fuck about learning a style you have no interest in learning
pic related, can't find more pictures of satoshi urushihara when he started.
25efa0 No.15400530
>>15400515
>completely misses the point
>reaching my initial goal (to have the same skill as my art idol when he started)
You haven't
25efa0 No.15400547
>>15400515
This is relevant as well, even if it's geared towards mecha autists.
4b4a3e No.15400556
>>15400547
>>15400530
I can't find the website with his earlier works, but I like to see that I can draw like him when he started.
9d3265 No.15400684
Don't forget to vote on your recommended nomenclature!
http://poal.me/8i6jlh
c9ef69 No.15400816
>>15400547
Hah, this is really funny to me, he goes on about how people go to really odd places to find inspiration to create something new and because of that he tells the op he's not going to make a successfull mecha game, but still ends up praising him in the end.
Anyways I just dont agree with the "not a successfull game" part, if you have a vision of what you want your art to be like, but someone made something similar, that doesn't mean you just have to ignore that person's art and make it all completely by yourself. All art that has ever been made was done by someone seeing something, copying what he liked and then adding his own twist to it, the problem with modern mediocricity is that people forget to add their own twist because they are creatively bankrupt, this is what his criticism should focus on, not on what the source of his inspiration may come from. Maybe this comes from a lack of context but it sounds like he's gatekeeping because the OP is not drawing inspiration in the same way as the poster's favored artists.
4b4a3e No.15400826
>>15400816
I still don't get why are people angry about me not improving.
I don't draw to be the best artist ever.
I draw because is fun and I wanna make some cute girls doing cute things.
sometimes people have other reasons to do art rather than masturbating to it.
df3b13 No.15400832
>>15400547
That's a dumb post.
Every piece of art you know is copied and improved on by later generations. That's what makes art- art. Bach? Tons of other people have been doing Brouque music before him. Wright Brothers? Totally not the first ones to fly.
This fetish about being the most original thing in existence is fucking cancer, because all it spawns it garbage non sense like Death Grips. There's a reason why stuff sounds like other stuff because humans like only a certain range of stimuli. Chocolate sure isn't a fucking unique gift to your girlfriend, but it sure as hell beats giving her lumber on the basis of "its more useful."
275f83 No.15400918
>>15400832
You've missed the point of the post. Originality isn't some be-all, end-all goal, and the guy who wrote that literally acknowledged that when he listed Game X's inspirations.
What he's saying is that the people who influenced many popular modern forms of media (video games, anime) were not influenced by their craft - they used their craft to show their interest in other things like the natural world or history or their own D&D adventures. Their bodies of work inspired other people, but that inspiration in and of itself is inherently derivative. Some derivation is natural, but generations of nothing but derivative art is a slow cultural death for any medium or art form.
To put it more simply, let's use painting as an example. A great landscape painter might be inspired by the view outside his window and choose to paint it, using techniques like crosshatching and foreshortening and so on to make his craft better. A later painter might see the first's art and be so struck by its beauty his decides to paint landscapes, but the only landscapes he uses as reference are the first artist's paintings. He might create some wonderful paintings, but then a third artist comes along, sees his work, and does the same thing. Then a fourth, a fifth, and so on.
You see where this goes, right? Eventually the only thing left to do will be to argue about the semantics of replicating other peoples' creations rather than trying to do something yourself. This is why principles of any art form are important: they give you the tools and foundation to create instead of imitate.
4b4a3e No.15400973
>>15400918
most art made by extremelly technical artists is very boring.
There's plenty of geniuses in art which I find their art a technical masturbation and just nothing interesting.
can't remember the name (Juan ria?) but one of the /ic/ idols while being extreme talented in technique, can't do a picture that isn't boring masturbation to technique.
I rather watch hello kitty art to some of the /ic/ idols.
275f83 No.15400995
>>15400973
I wish you'd link your tumblr like you did a couple years ago so everyone could know what a faggot you are.
4b4a3e No.15401024
>>15400995
>imagine seething this hard over someone making bad art
ee310c No.15401071
>>15401024
is not that you are bad, is that you refuse to improve, from your perspective you might not see it but we still haven't given up on you, that is why people still give you suggestions, so please don't give up on yourself just yet, play with the proportions a little, i'm sure you can find something more aesthetically pleasant by pure luck.
pic related, an art fuck up made by professionals
d0b238 No.15401074
>>15401024
>imagine being so autistic that you realize this has very little to do with your art anymore, and mostly with how you behave as a person
Remember that spoiler where I said "unless you have a complete psychological blockade like Chris-chan"? I have some bad news for you.
92ba54 No.15401082
Hey dudes, this is the game I made for the GMTK jam:
https://itch.io/jam/gmtk-2018/rate/300897
4b4a3e No.15401108
>>15401071
>>15401074
I remade the texture because blender for some reason didn't save textures if you close the software.
In any case, I'm really happy with this render and I don't see how is wrong.
It looks like real japanese to me, which has always been my goal.
Sure, people want me to improve, I do also wanna improve, but my goal as improvement is diferent than most people, and I've clearly improved compared when I was a begginer.
I've reached a level I used to dream when I started, so I'm happy with it.
Maybe when I'll be 45 I can make proper professional art.
592bf1 No.15401132
>>15401108
I get being happy with your work, anon. I've had discussions before where anons would give me some advice, I'd implement it and it would be inferior to my original implementaton, or just off in some way, so sometimes I have to rely on my gut feeling.
But with this attitude of yours, what is even the point of asking for other anons' opinions, then?
4b4a3e No.15401137
>>15401108
this is how it looks with smooth shading and freestyle.
4b4a3e No.15401140
>>15401132
I just want to share something I've spend several hours working off.
people just seem to get off being angry for no reason.
c9ef69 No.15401189
>>15400826
>>15401140
Well I have a very utilitarian view about art, if it serves it's purpose I won't spend any more effort on it, if I believe it's something that I can improve then I will look to improve it IF I HAVE THE ENERGY TO DO IT. Improving anything requires analysis, introspection and time, the first two requires brain power, which is an expensive commodity, just like time.
Getting critized for posting here is expected, but you just have to ignore the more autistic posters because there's always someone who will complain and sperg because it makes them feel good.
>>15401074
Sure, having the tools and knowledge to help you innovate or improve your art is nice and all, but at some point you gotta be realistic and tell yourself you won't be the next big thing and deliver what you made so far, you have other projects to work on, you can't spend all you have on one thing. The dismissing of the finite nature of resources required to improve is what turn people off when the criticism boils down to "you haven't improved", this is not like an RPG where every time you do an action you gain XP and then level up automatically.
4b4a3e No.15401211
>>15401189
I'll be OK if one day I'm like ZUN and people make fan art of my characters with better art.
I guess that's how ZUN feels whenever he see other guys making better art of his characters.
He even say he doesn't mind to suck at art and that's he's happy people play his games.
4b4a3e No.15401254
>>15401189
Let me put this way.
Games not just need art, they also need music and story and programming and a bunch of other skills.
Sure, I could focus on getting an elite level of art, but then I'll also need later to focus on making proper 3D, proper rigging, proper animations, proper PBR, proper backgrounds, proper character designs, proper VFX shit.
It takes a guys several years to get gud at a single skill.
even if you mastered only the visuals (like getting a 3D art degree from gnomon workshop level of college) you then also would need to care about coding.
would you also go to the extremes of making your own engine because using an engine means you will be mediocre programmer and you can't accept it?
What if after a decade you also master programming and art.
You still are missing writing the story, audio, music composition, marketing.
Sure, I guess now you also can try to be the best in those skills.
See how it ends?
It's impossible for a single guy to say: oh, just improve when art is not enough for games.
My level in art is enough for my needs and even then I still need to master programming and even now I still need to start focusing on music.
I can't just focus on art because now I'm more worried about learning the basics of music and audio.
6ec235 No.15401300
Thread summary
>share art
<no you's
>share art + plz rate
<poor ratings
>No it's fine the way it is
<it's still poor quality, and you should still strive to improve
>why are people so angry, I just wanted to share my art
>one day I'll be famous
24db38 No.15401305
New bridges created with scripts, just need to set start and end point
These are much easier to edit
24db38 No.15401316
>>15401108
>>15401137
still looks bad, its does not look anime-ish, the face is too long, its like something coming out of Kappa Mikey
0a7143 No.15401324
>>15401300
i miss rustfag too
24db38 No.15401397
We are going to use this system later for player made bridges
ee310c No.15401450
>>15401397
>We
i thought this was a one man project
0a7143 No.15401465
>>15401450
it's a dynamic duo
you been living under a rock?
a0e441 No.15401519
>>15400995
The wiki still has his Tumblr but he must have wiped it because there's only a couple of posts. If I had realized it was that same nigger I wouldn't have fed him (You)s because it just encourages him to come back for attention.
24db38 No.15401522
>>15401450
Im the ideaguy turned jack of all trades
And my autistic brother is the main programmer, he made the script for these bridges, im using it to place them in the right areas, basically we do what the other hates the most
If you guys wanted to see my shitty code in this game too bad for you, i will be doing everything but code
9d3265 No.15401582
>>15401137
>>15401108
Anon, do me a favor and upload it from the side.
4b4a3e No.15401770
>>15401582
going to watch some rigging videos and some animation videos.
9d3265 No.15401796
9d3265 No.15401846
>>15401770
Ok anon I got the problem. Big heads can work but the head itself is weirdly shaped.
9d3265 No.15401848
d4a4de No.15401867
>>15397519
>tfw you ask a question so dumb that no one knows how to respond
9a384d No.15401928
>>15401867
Because it's not projecting them onto a 2D plane. Sure, it's being drawn as a 2D image, but the coordinates are not 2-dimensional. If they were, how would you render into the Z buffer, if all of the Z values were the same? Of course, when you actually draw the triangles, it ignores the Z component (and instead uses the Z buffer to decide if the pixel is occluded) because it's being drawn onto a 2D plane. But the perspective transformation isn't the step that actually converts the 3D points into the 2D points- you can do that at any point.
df3b13 No.15402158
>>15401108
>>15401137
>>15401770
>>15401846
What's your steam/email, mate? Don't leave me hanging here.
4b4a3e No.15402187
>>15402158
ask for cris on the agdg discord.
9d3265 No.15402227
>>15402158
Why you quoting me?
df3b13 No.15402248
>>15402227
Whoops. Thought you were the same guy. My mistake.
a53c8b No.15402462
Friction (and the absence of it)
77c7f2 No.15403092
>get semi-toaster laptop for dad
>instal windows 7
>start looking for drivers
>literally everything is for windows 10
>all past support pretty much doesn't exist
why
9d3265 No.15403572
Kindly vote on the nomenclature
http://poal.me/8i6jlh
0f3218 No.15403646
>>15397519
>>15401867
It's not that you ask a dumb question. It's that you ask a question that most people don't spend any thoughts on because nobody really talks about how projections actually work. Or shit, how OpenGL/D3D actually make it work.
The whole "perspective projection matrix does the perspective" idea is actually wrong. The w divide does that. Which is something the perspective projection matrix sets up to happen.
If you actually do the math, you'll realize that after the projection matrix transform, everything still persists in a normal 3D space with no perspective warp going on.
That perspective warp gets performed by the w divide that OpenGL/D3D implicitly performs for you when converting to normalized device coordinates after your vertex shader. You do not do this; as this perspective warp also has to performed for every fragment as part of the interpolation process between vertices.
So then comes the question; what the fuck is W actually set to? That's actually quite simple; W scales linearly with Z. Because W scales with Z, it doesn't matter what world scale you use (1m=0.1dist or 1m=1000dist), because W inherits the world scale through Z and divides by it. This is how the actually coordinates get "normalized".
Then comes the question of Z, which was what you were rambling about. Z is transformed by the perspective projection matrix to remap near~far to 0~far. This is required because otherwise, Z would be equal to W. You naively state "but everything is mapped to the near plane", but this is wrong. Z is a meaningful value during W divide; as it is used to provide the perspective warp effect to the attributes that is required when viewing triangles at an angle. Not only that, but Z (post W divide) is also utilized as the fragment depth value.
In other words, it is actually a cube, because Z is a value that is still used. Things are still "clipped" into that cube, as Z values below 0 indicate coordinates before the near plane, and Z values above 1 indicate coordinates behind the far plane. The reason why Z may not equal W, by the way, is because otherwise Z/W=1 everywhere, mapping everything to the far plane, breaking depth testing.
Now you might be a smartass and say "well that means that once I enter my fragment shader, it's EFFECTIVELY meaningless, right?". Wrong faggot, you can actually still read the Z value of your fragment in the fragment shader, as well as modify the value that is written into the depth buffer. On top of that, using fancy functions like dFdx and dFdy, you can calculate the difference in Z between your fragment and adjacent fragments, allowing you to do shading based on the slope of a triangle. This is something that anisotropic texture filtering actually does to some extent.
6696a4 No.15404059
Why bother, it's hopeless
0f3218 No.15404084
24db38 No.15404087
>>15404059
>not following your dreams
40efe5 No.15404217
>>15401108
>>15401137
>>15401770
Nah this looks like fucking dogshit and you've applied none of the easy fixes we've recommended. Fuck off back to deviantart or cuckchan.
25efa0 No.15405202
>>15403572
Already did, shut up already.
ee0d10 No.15405415
So how do you explain to someone what smooth shading is?
25efa0 No.15405445
>>15405415
It's smooth, nigger.
0a7143 No.15405446
>>15405415
faces are shaded with a gradient rather than a single shade of gray
5ae1c6 No.15405499
>>15405415
Shading is how illuminated something is. The shading of a polygon depends on the angle to the light source. When you have multiple polygons you create a surface.
Smooth shading is when you take the whole surface into account, involving some form of interpolation between polygons. This means the shading differs across any single polygon and removes any clear distinction between differently shaded polygons, making the surface appear smooth.
9d3265 No.15405518
>>15405415
You show them those images.
6ca9f3 No.15405956
>>15405415
Here you go bro, this may not be perfectly accurate to how it's working but that's how I've always guessed it worked.
c5f722 No.15406125
>>15405415
Normal interpolation for lighting calculations.
Instead of having light illuminate a flat triangle, you can tweak the normal to somewhere else (instead of just perpendicular to the surface) and have calculations done with interpolated value from one vertex normal to another.
13ea73 No.15406429
How hard is it to make a fighting game in unity
5ae1c6 No.15406620
>>15406429
Anywhere from dead simple to impossibly difficult. Maybe you want to give a bit more detail. How big is the roster? How big is the moves list? How many stages? What's your experience with Unity, or programming in general? Any unique mechanics or are you going to copy from existing fighting games? If you're copying then what mechanics from which games are you copying? How are you going to do hit detection? Do you want online play? Do you want to interact with items in the background? How well do you want the game to be balanced?
13ea73 No.15406649
>>15406620
>How big is the roster?
like 4-5 characters
>How big is the moves list?
I don't know for sure but the game would be 4 buttons and will have half circles, quarter circles and dragon punch motions.
>What's your experience with Unity, or programming in general?
dabbled in it before but I gave up..
>what mechanics from which games are you copying?
it will be fast paced like blazblue and under night with chains instead of links but there won't be any universal gimmicks besides the basic stuff like air dashes, bursting, supers etc
> Do you want online play?
yes
>Do you want to interact with items in the background?
no
>How are you going to do hit detection?
idk
>How well do you want the game to be balanced?
I want everyone to be close tier wise and the high tier(s) should ideally have the hardest execution
24db38 No.15406655
>>15406552
Im using triplanar for this wood material
Maybe i will properly UV map it later…
275f83 No.15406684
>>15406649
>I want everyone to be close tier wise and the high tier(s) should ideally have the hardest execution
You remind me of the amateur writers I used to know who'd worry about how to publish their Great American Novels, which they hadn't written. Set yourself a goal (creating Ken & Ryu or Ryo & Iori or Sol & Ky in Unity) and see how difficult it is.
5ae1c6 No.15406783
>>15406649
The hardest part for you will be your inexperience. You'll have to learn the engine as you go which means progress with be slow at first.
5 characters is a very small roster, which I'm sure you already know, but as >>15406684 said aim lower at first, then work from there once you've accomplished that smaller goal.
Networking in general is a bit of a pain, at your level of experience just worry about local play. Maybe you can add in online play at the end if you feel up to the task.
You really want to figure out hit detection early on. Today, even.
Everything sounds achievable with enough work, but you'll be learning a lot. Most of your time will probably be spent fixing stupid simple issues, learning the engine, and seeing how other people have accomplished what you want to accomplish.
36ba5c No.15406873
>>15406429
It depends on how experienced you are in programming, in a game context, and how aware you are of the speedbumps that appear along the way while creating a game.
Since you're relatively new there will be a lot of learning/failing, and your biggest obstacle will be getting over the initial learning curve; which is pretty steep if you're learning programming, the engine, and so on.
Don't get discouraged when you struggle, as everyone starting goes through that learning curve, push through it.
681265 No.15406951
How do graphics cards render triangles? It's easy to do on a CPU, you just order the points and then draw scalines one by one, but I can't figure out how that translates to the "per pixel" rasterization bullshit of graphics cards. I searched google but could only find stupid goddamn NPC shit clogging up the search results.
25efa0 No.15406961
>>15406951
Have you ever considered that maybe you're the NPC?
681265 No.15406976
>>15406961
It's easy to tell where the NPC are. Just look for the direction the bullets are going.
4cabf1 No.15407464
>>15406951
I think those are secrets that only the GPU maker knows.
9a384d No.15407548
>>15406951
It's not so hard to know this stuff, but it's very specific to which card you are talking about. Look at this for example: It's a detailed hardware description of the S3 ViRGE graphics card from 1995. Specifically read section 15.4.5.2 for discussion about how triangles are rendered on the hardware. This explains how the triangle draw algorithm works and how to get the hardware to complete a triangle draw, and what the relevant registers are. Of course to fully understand it you will have to read a lot of other sections that explain what everything it interacts with does. And at the end, this only applies to one specific model of one specific line of graphics cards. It would work differently on a modern card, but of course modern cards don't have this kind of information publicly available. If they did, you could write your own drivers for their cards… which isn't allowed.
And of course this still might not satisfy you; it's how to interact with the card to produce a result, not how the card produces the result itself. You would have to understand the circuit diagrams, etc, to understand that. But this is pretty close.
0f3218 No.15407553
>>15406951
How EXACTLY it happens is subject to change, thanks to features like TBR or DSBR. Of course, those features only exists because the OpenGL/D3D standard doesn't completely set the process in stone.
What we can talk about though is a rough look at the pipeline and the math involved with rasterization.
The pipeline as a whole can be summed up as pic 1 (from www.open.gl). I'd summarize the process as follows:
>You upload a block of vertex data to the GPU (stored in a Vertex Buffer Object), describe to the GPU how this block connects to shader attributes and perform a draw call
>The GPU takes each vertex from your VBO and runs a vertex shader program on it to determine the screen coordinates and other attributes of your vertices
>Your GPU stitches vertices together into shapes based on what primitives you've selected and your element buffer, if you have one.
>optional geometry shader stage we will ignore
>Your GPU takes the shape (which for a triangle is just 3 vertices, not really any more data than that) and determines which fragments are inside the shape and calculates interpolated attributes for each fragment
>Your GPU runs the fragment shader for each fragment
>Your GPU takes the outputs (depth, which color written, blending mode set) and actually writes (most likely conditionally per fragment) to output
How exactly these things are implemented differ per graphic card, often run parallel to each-other, on top of running parallel and being batched with other triangles doing the same thing. (Yes, this means if you draw two triangles, the GPU might batch fragments together from two DIFFERENT triangles entirely!)
What I can however define for you is explain the rules of the rasterization process. The gl_Position.xy the vertex shader outputs is divided by gl_Position.w (as I've talked about here >>15403646 ), which then results in the actual screen position. (Which is in -1~1 coordinate space, with 1,1 being top right.)
Three vertices are grouped together to form a triangle, and the fragments rasterized are the fragments who's center is in the triangle. This definition is important, as it guaranteed that 1. there is no overdraw and 2. all fragments are inside of the triangle, which means all fragment attributes are produced by interpolating vertex attributes. (Multisampling can draw fragments outside of triangles, which requires extrapolation. This causes some minor artifacts.)
After we've defined the triangle and which fragments we actually want to draw, we need to determine the .z as well as other attributes for every fragment.
If w=1 or an attribute has the type qualifier of noperspective, the attributes (and z) are linearly interpolated. Pic 2 (again from www.open.gl ) is an example of this; each vertex has a "color" attribute (red, green or blue) and the GPU automatically interpolates the attributes we give.
If the type qualifier is flat, then it simply takes the same attribute for all fragments of that triangle. This has some uses, like easily using the same normal for every fragment of a triangle that you've calculated in the vertex shader.
If the type qualifier is smooth (aka implicit default) and w is calculated properly, then a formula is used that takes depth (which is stored in W) into the equation. I'd give you this formula, but I can't quickly google it up because everyone talking about this subject is fucking retarded and rather parrots the same worthless legacy opengl projection matrix code than actually add something meaningful. But basically, this is the magic that makes the attributes actually bend in a way befitting of depth. Pic 3 (google image search) is a comparison between smooth and noperspective.
There's a lot of things vaguely defined in the OpenGL pipeline so that GPU designers can develop tricks to improve the process. This has consequences, like shaders requiring a lot of things to be dynamically uniform, but the speed boost from doing so is considered worth it. If we didn't do that, they'd just be shitty CPU's.
268c2e No.15407943
>>15404217
Cris has posted in cuckchan's agdg, as well as one of their chatrooms, and his posting habits are always the same. He dumps his garbage, asks "pls rate", gets told what he should improve and then starts making excuses like "it's my style" or "i'm copying animu". Then he starts bitching that people don't like his art and says "he's going to try something new". Rinse and repeat.
I think both places told him to fuck off eventually. He just wants attention.
9d3265 No.15407981
Vote for nomenclature!
http://poal.me/8i6jlh
Last time I spam this, promise.
9d3265 No.15408092
>>15407981
Why are there so many people voting /agdg/ instead of 8/agdg/? Do you consider 4/agdg/ irrelevant or do you consider both to be united?
4cabf1 No.15408118
>>15408092
It sounds like you're trying to redefine what we call ourselves and/or these threads, and nobody cares enough to add a subtitle or change the name to differentiate from it.
9d3265 No.15408125
>>15408118
Not trying to redefine. If I ever become a yesdev I want to add a mention in the credits and want to know which to write.
dc0941 No.15408135
>>15408125
Don't bring in more cancer than we already have. You just put in our special version of the logo somewhere, possibly in the special thanks credits, and that's it.
0a7143 No.15408268
>>15408267
>>15408267
>>15408267
>>15408267
>>15408267
>>15408267
>>15408267
>>15408267
>>15408267
>>15408267
>>15408267
>>15408267
page 13, new bread
dc0941 No.15408276
0a7143 No.15408289
0f3218 No.15408290
a0e441 No.15408296
>>15408092
I don't consider cuckchan's /agdg/ at all, so I just call ours /agdg/.
0f3218 No.15408314
>>15408092
>>15407981
I think referring to it as 8/agdg/ is more exact, but just /agdg/ is just better overall.
It's a common sentiment here that the fags over at 4chan aren't the "real deal" or plain inferior, regardless of what part of the community you're looking at. It's not our community that changed, we just left to greener pastures and continue using the same naming scheme as always.
An added benefit to using the more generic /agdg/ is that we get less faggot bothering us. People who are unaware of /agdg/ and see /agdg/ might think to check 4chan first, reducing the influx of faggots here.
Which of the two you should use differs per situation and per person. But over here, /agdg/ is just /agdg/. There is no need to prefix with an 8, since it is implicit in this community.