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[ /agdg/ | Vidya Porn | Hentai Games | Retro Vidya | Contact ]

File: 7e7abe78b285e6c⋯.png (342.19 KB, 1500x1000, 3:2, 7e7abe78b285e6c1085c1973f6….png)

1829b9  No.15473907

autistic weeb 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: >>15445204

Announcements

>QUARTERLY DEMO DAY SCHEDULED FOR November 11th

>Please contribute to the wiki if you can

1829b9  No.15473913

File: f92c38c51614f76⋯.webm (7.06 MB, 800x600, 4:3, demo 2018-09-19 11-00-46-….webm)

jumping/better falling


1829b9  No.15473925

File: 3a61ea035a3f56e⋯.png (530.24 KB, 698x524, 349:262, 3a61ea035a3f56e1a96f68c59c….png)

i fucked up the last thread number again

this just keeps fucking happening


ff4eff  No.15473937

File: bf15c88b5c0d4ca⋯.png (6.54 KB, 203x181, 203:181, ClipboardImage.png)

O-oh it's time for a new thread already?

I just made this utility struct. Please say something nice about it.


13f62c  No.15473950

Can Godot be saved?


fbb2ce  No.15473957

>>15473950

Make your own engine, call it Goddog and never let it fall to the plague of politics.


ff4eff  No.15473967

>>15473950

>>15473957

What's that one anon clone of Github, now that Github was bought by MS as well?


13f62c  No.15473974

>>15473957

I still want to use it for "prototyping", as long as it still works. i plan to dev a game in Godot until i can release a demo for it, then port it to C.


283984  No.15473999

>>15473957

>>15473950

Goddog could be a fork of Godot, equal but with political crap corrected.


6442bb  No.15474006

>>15473957

The only way to not fall into politics is support mainstream opinion.


7da18c  No.15474015

>>15473999 (checked)

Trips have spoken!

>>15473913

That looks great (and much better than I could do in 3D)!

But the falling - or rather, the landing, still looks a little weird, and it's hard to put my finger on exactly why. Partly the lack of shadows and no sound on landing but mostly I think it's to do with the timing of those dust clouds on impact… they appear slightly too late, and it feels wrong.

But that's probably just maximum autism on my part.


1a09f5  No.15474037

File: 7f44d298057f430⋯.webm (4.51 MB, 1280x720, 16:9, ui.webm)

UI


289972  No.15474038

>>15473937

oop is shit


2e0cdc  No.15474095

File: f17034575a8bdc1⋯.webm (4.31 MB, 1236x528, 103:44, E1B557AF-5F28-4FA2-66A2-9….webm)

Doing the feet will be WAY harder than the hands, it seems


3087f9  No.15474111


5db274  No.15474114

repostan from old thread

What's the best way to handle isometric maps? I want to have a big map with multiple Z levels and I don't know how to handle drawing order for walls and moving objects/characters?


ff4eff  No.15474133

>>15474114

Assuming you can rotate the camera in 90 degree chunks (think RCT or something), you basically want to render from the object furthest back (top of the diamond) and work across horizontally, towards the bottom (closest to the viewer). Repeat for each layer, going from the lowest to the top. Some objects like trees might be broken into base/foliage and need several draw calls to create, which are more tricky.


13f62c  No.15474143

>>15474038

why is that?


283984  No.15474154

>>15474143

Slow and unnecessarily dogmatic. Trees of inheritance end up making a mess. Code ends up feeling like an inefficient, bloated bureaucracy. Better to use ECS.


13f62c  No.15474165

>>15474154

>unnecessarily dogmatic.

elaborate

>Better to use ECS.

what is that?


a94303  No.15474174

>>15474165

Entity-Component-System


289972  No.15474175

>>15474143

http://harmful.cat-v.org/software/OO_programming/

the quotes aren't very helpful but the rest of the page and the linked articles actually explain


2e0cdc  No.15474184

File: d22bb5b0751454a⋯.png (195.72 KB, 1378x858, 53:33, Elly wings1.png)

File: e5381989154af26⋯.png (199.33 KB, 1378x858, 53:33, Elly wings2.png)

>>15473925

BULLY

Can someone help me convince my idiot brother that this is NOT how you use feet while climbing/holding ledges

>>15474095

Also wings textured, time to work on her glasses, grabbing refs now


13f62c  No.15474200

>>15474184

>hip wings


3087f9  No.15474207

>>15474200

He's bringing hips to new heights.


134123  No.15474226

>>15474095

Split the bone in the feet so you have a segment only for toes. Problem solved. Also I don't think people shimmy along ledges using their legs but that's your call.


2e0cdc  No.15474231

File: c69424e2a37d315⋯.jpg (140.97 KB, 540x773, 540:773, succubutt.jpg)

File: 62e7778252b73be⋯.jpg (55.18 KB, 650x780, 5:6, succute.jpg)

File: ae12d4afe0c443f⋯.jpg (169.06 KB, 1200x567, 400:189, succutes.jpg)

File: 6befd3304758c77⋯.jpg (66.55 KB, 707x1000, 707:1000, morrigan.jpg)

>>15474200

>how to succubus


2e0cdc  No.15474241

>Also I don't think people shimmy along ledges using their legs but that's your call

Ever since raycasts became 'not-too-expensive', every single video game have the character use the legs if he can.

Not using the legs is asking for torso scratches


13f62c  No.15474247

>>15474231

i know it's a common occurence in japanese drawings, but that doesn't make it bother me any less.


dcaf72  No.15474248

File: a8df8d8fc08a687⋯.webm (562.03 KB, 1024x600, 128:75, azukawhore.webm)

made a water shader.


2e0cdc  No.15474259

>>15474247

if it makes it better for you, she doesn't use the wings to fly

They are sensor organs to detect mana flows at long range


66e65d  No.15474273

File: 5ca04a4031d072c⋯.gif (3.59 MB, 375x346, 375:346, heavy_breathing.gif)

>>15474231

I want to put them into EXTRA T H I C C sweaters and watch them ahegao as I perform repeated firm handshakes on them.


8f7061  No.15474275

>>15474259

>They are sensor organs

Yeah, that's all well and dandy, but can you fuck em?


2e0cdc  No.15474291

>>15474275

>[TOUCH SILKY WINGS]


283984  No.15474297

File: 1c98f425bdcc468⋯.png (88.91 KB, 1998x413, 1998:413, sigh.png)


2e0cdc  No.15474309

File: 2d06449390c1629⋯.jpg (67.43 KB, 717x570, 239:190, BD8D14E3-D921-477C-0DEC-CD….jpg)

Now that's extra gay

The feet IK position is at the ankle joint, and the rotation don't even point to the tip of the foot.


444d23  No.15474359

File: 23b7900cc800d64⋯.png (6.17 KB, 500x250, 2:1, Oekaki.png)

>>15474095

The only way to use your legs when ledge-shimmying is like pic related

Pretty much like a squat against the wall. Generally you just let them hang and use your arms, though.


2e0cdc  No.15474394

YouTube embed. Click thumbnail to play.

283984  No.15474404

>>15474175

wtf? A section of that website is making me seriously insecure about C++

http://harmful.cat-v.org/software/c++/I_did_it_for_you_all


9cec5b  No.15474456

>>15474404

apparently it's a hoax/joke article.

Would be even funnier if it were true tho


bb583c  No.15474504

I've been looking around for the recommended way to link SDL2 and people seem to say do dynamic linking but I can't see any big advantages to it. Sure you save a bit of space but you add a performance hit and I can't guarantee what version of the library the user has which may have bugs I'm not aware of. Am I missing something? To me it looks like statically linking is the better choice.


2c8ce5  No.15474509

>>15474248

Looks like a step down from the original Rev 60, John.


bc4a9d  No.15474517

YouTube embed. Click thumbnail to play.

>>15474095

back when I had any upper body strength, I would do the Sam Fisher Shimmy, just let the legs hang or raised them up a bit


2e0cdc  No.15474565

File: eb04e1d6b0d65cf⋯.png (237.18 KB, 800x600, 4:3, megane.png)

File: a64f9b4e30618cf⋯.png (177.96 KB, 800x600, 4:3, megane2.png)

How about this? Im not a megane aficionado so i would like some opinions here


444d23  No.15474580

File: d723b2c8c065feb⋯.png (16.85 KB, 939x499, 939:499, ClipboardImage.png)

File: 2c03ac54f49ee73⋯.png (60.11 KB, 520x178, 260:89, ClipboardImage.png)

>>15474394

I'm not sure why you post a video that proves me a whole lot more right than it does for you.

>>15474565

She's a librarian right? Gonna need some librarian glasses, which are full-rimmed and have the earpiece connection at the top, where it's also a bit thicker for somewhat of a cat eye shape.


36694b  No.15474607

>>15474565

Go either full rims or rimless imo.


2e0cdc  No.15474613

>>15474580

But thick frames are ugly, they have a more aggressive look, i want to make her look as meek as possible

They remind me too much of feminist problem glasses

>>15474607

Rimless then


1a09f5  No.15474616

>>15474504

The advantage of dynamic linking is that the library can be replaced with a newer version without a recompilation of your executable.

You may think that at first glance this is completely useless; after all, you distribute a .dll alongside your .exe. You consider them two parts of a whole.

But then you're forgetting that in some cases, a user might end up updating their libraries in order to fix or modify your program. In fact, people have been replacing OpenAL's dll's with different versions just so that they can turn on HRTF in games that have no support for it.

It's not just individual users that might end up updating libraries, but distribution platforms too. Linux systems often use package managers which keeps track of and update libraries on a regular basis.

Ignoring the 'probably not as important and unusual' cases above, there is one actual important case to keep in mind, and that case is Steam. SteamOS actually ships with SDL, so you don't even need to provide your SDL library when releasing a game for SteamOS. Not only that, but Valve has repeatedly shown (Linux support, SteamOS, Steam Proton) that they want Linux to become more of a thing; a platform for which they already compile their own builds of SDL for in an attempt to improve compatibility.

If API's that SDL utilizes ever become deprecated, then the odds are that Valve will update their build of SDL to use newer API's, which in turn makes your game work for future systems.

tl;dr: dynamic linking = free updates for your game, which is good as long as you're not relying on bugs from said library


fbb2ce  No.15474620

File: 561d3b4a97e656f⋯.png (223.88 KB, 800x600, 4:3, ClipboardImage.png)

File: 89e72457b214d09⋯.png (167.62 KB, 800x600, 4:3, ClipboardImage.png)

File: 0305bd2cbcfcaa1⋯.png (223.94 KB, 800x600, 4:3, ClipboardImage.png)

File: f61334a8f8df838⋯.png (167.84 KB, 800x600, 4:3, ClipboardImage.png)

>>15474565

From a design perspective, I think it might be a nice touch if the glasses contrasted somewhat from the rest of her. The contrasting color from purple is yellow, so I played around with the shades a bit, and got one that looks pretty nice. If you want something more subdued, the blue could work too, while still standing out.

As for the design of the glasses themselves, you might wanna listen to the other anons. These ones look a bit more like a mother's reading glasses.


2e0cdc  No.15474621

File: 466d27b44dc98b6⋯.webm (2.5 MB, 1208x522, 604:261, 26A5A60E-82E4-4EDB-8404-3….webm)

>>15474517

Didn't it hurt your chest? That sounds like a nipple killer

Either way, checking up on what other games do I've found that:

In tomb raider < anniversary, she would do legless

Afterwards one leg is against the wall, the other is left almost hanging, but not quite

In prince of persia he will use the legs if the wall is just touching his chest, or legless if it's further away

>I'm not sure why you post a video that proves me a whole lot more right than it does for you.

>>15474580

Because I forgot that people can't know what changed on my animation if I don't show it. Not that it changes much anyways, showing that the legs makes a square rather than squatting is pretty much nitpicking now that I think about it

Currently I am mostly not satisfied with any of it, but the worst offender seems to be the perfectly static torso (now that I am not using the idle animation, and instead using a 1 frame hunching pose)


283984  No.15474629

>>15474616

Dynamic linking requires different files per OS. dll for windows, and whatever for mac and linux. It adds more things to keep track of.


bb583c  No.15474654

>>15474616

Thanks. Maybe I need to read up more on linking in general, because it's not clear to me how you resolve something like the user not having the shared library installed if I dynamically link it.

>>15474565

The purple blends too much with the hair in my opinion. If you want meek, try rounder rimless glasses.


2e0cdc  No.15474667

File: 1034955f13627e3⋯.png (192.86 KB, 800x600, 4:3, like this.png)

>>15474654

>>15474620

what about now? should i remove the lower part frame completely?


9ed2b3  No.15474670

>>15474621

Are you a fucking idiot? That shimmy is 100% legless. He uses his legs to leverage the merc over the rails and onto his neck.


444d23  No.15474676

File: b79e9659350d3c7⋯.webm (2.56 MB, 1280x720, 16:9, thanks doc.webm)

>>15474620

There's only one right choice when picking a color to contrast with purple.

>>15474621

>Because I forgot that people can't know what changed on my animation if I don't show it

Joke's on you, I am reading your mind right now.

Looks quite a bit better, you're right that it needs a lot more secondary motion. For pulling up, I think you do that more by stretching your legs and pulling your torso closer to the wall with your arms.


2e0cdc  No.15474677

>>15474670

I did not make a single comment about fisher's shimmy.

I did however put a quote before the post link, but that would hardly be the cause of the confusion.


3087f9  No.15474683

>>15474654

On Linux, users install missing libraries through their package manager.

I really like the idea of statically linking libraries but only in free software and even then, never statically link OpenGL unless you're fucking retarded because that's driver specific. We already have enough problems with developers abandoning games, the last thing we need is some autist statically linking OpenAL in his proprietary game and pissing off everyone who wants to use OpenAL-Soft and its HRTF shit instead.


fbb2ce  No.15474690

File: 10d8138c3562903⋯.png (182.21 KB, 800x600, 4:3, ClipboardImage.png)

File: a7035b97d57a2e4⋯.png (180.82 KB, 800x600, 4:3, ClipboardImage.png)

>>15474667

I'd say that you should instead try adding a top rim and see how that looks. I tried drawing a few concepts. The first one I'm not too fond of, but the second looks like it could be something with a bit more work.


2c2484  No.15474691


2c2484  No.15474698

>>15474248

the animation doesn't loop properly


bc4a9d  No.15474699

>>15474621

>Didn't it hurt your chest? That sounds like a nipple killer

I did mostly shimmy from balconies so that wasn't a problem. When on walls, the sternum got a bit uncomfortable if I relaxed my arms but I don't remember it being too bad. It was a while ago, though. I need to return to any kind of activity


1a09f5  No.15474725

>>15474629

>Dynamic linking requires different files per OS.

Compilation also requires different files per OS. You already have more things to keep track of. Not to mention that statically linking is not always trivial.

>>15474654

>Thanks. Maybe I need to read up more on linking in general, because it's not clear to me how you resolve something like the user not having the shared library installed if I dynamically link it.

If a system lacks a library, then it should be installed when your program is being installed. Package managers do this automatically. When you're getting ready to distribute your game, research what the distribution platforms of your choice do.

When distributing through Steam, go read the Steamworks documentation. They definitely have something to say about this.

When you want to distribute it yourself and want to integrate it with people's package managers, then you can distribute something like a .deb, which installs your program like a "package", which in turn automatically downloads (and keeps updated) libraries through the package manager.

If you want to distribute it yourself and hate package managers, then you can always take the Windows approach and throw the library next to the executable. However, you'll have to adjust the compilation process a little bit, as Linux executables by default don't look for libraries in their own folder like Windows executables do.

When it comes to stuff you lazily dump on the internet, just chuck the executable online and tell people what dependencies it has. It's not professional, but it'll do. If they play videogames, they'll probably have all the dependencies installed already anyway.


fbff20  No.15474952

>>15474133

My problem was how to store the characters, the walls and objects then draw them at the right order, my initial solution was to dumb everything into an array then sort it, this doesn't seem practical if you want to show a giant map, it is also a problem with really tall objects/walls.

But I think I've found a better solution, basically draw the scenery to a render texture since it will rarely change, then loop through characters and check if anything would obscure it, if so, draw the character if it isn't fully obscured then trigger the redraw of the object.

This is as close as possible to how they did it in Tactics Ogre: The Knight of Lodis without being autistic, since had to separate any tile that would obscure a character into a separate layer which only deals with quarters of a tile.

There is a game called stormland which has some pretty fancy animations and can deal with a big Z level, I wish I knew how they did it, I always wanted to make a TRPG with large maps in all axis.


e905d4  No.15475312

Reminder that ECS is as bad as OOP, it's still uses classes and require dynamic dispatch to work, the correct way is to use DOP.


283984  No.15475351

>>15475312

ECS is compatible with data oriented.


dcaf72  No.15475374

File: 7f8f73584710fb5⋯.webm (3.62 MB, 1024x600, 128:75, 3Dbackground.webm)

I spent the entire day getting this shit to work.


9cec5b  No.15475415

>>15475312

That way one organizes and works with data in ECS is data oriented. That's one of the main advantages of ECS.

It's a design pattern designed to take advantage of how the CPU actually works. Basically ECS is a design pattern that was extrapolated from DoD, or in essence was largely influenced by it.

>classes/dynamic dispatching

they're a necessity in an oo language. Can't really get around that if you want to use a competent engine, and not do not to reinvent the wheel yourself; in C.


e905d4  No.15475575

>>15475351

In concept, not in execution.

>>15475415

Except the implementation of ECS is mostly bad and adds more overhead, first of all, inheritance is used to make a pseudo heterogeneous container, then to make any components communicate, they have to go through a lookup, which implies looping the whole components table, some people optimize them into a bucket of containers or a hash table, but it still not that great, some will eventually store pointers after the lookup to speed things up but it just breaks the model and revert it to a very complicated OOP structure.

Then there's the "system" part, ideally a system is added to process a component or a set of components, except there's shitty matching work that needs to be done and is always inefficient, it seems just like jumping useless hoops to mimic a worse version of DOP, of course, it speeds development because it's build around not knowing the final data structure of the game, which means doing actual optimizations is impossible, you're trying to force a dynamic approach to a static language.

DOP is all about tight data stored for the fastest access possible to actually take benefit of cache hits, of course it takes doing things manually and setting your component tables yourself, it also forces you out to think in the most efficient way for the computer and what is logical for us.


50ec6e  No.15475728

>>15475374

That's actually pretty cool. I clicked on the webm without realizing which thread I was in and thought it was a real game that just glitched out or something.


dcaf72  No.15475759

>>15475728

I haven't made the rest of her animations.


9cec5b  No.15475857

>>15475575

Your post reeks of pretentiousness

>they have to go through a lookup

Opposed to what? Coupling? Zero interdependencies?

You gave 0 alternatives

>but it still not that great

So, O(1) isn't great… got it.

>it seems just like jumping useless hoops to mimic a worse version of DOP

Give examples of what it's mimicking?

>DOP is all about tight data stored for the fastest access possible to actually take benefit of cache hits

Do you know what DoD is? This is one of the principles.

Also, this can be automated for ECS, and should be done anyways. For example it's done in unity's implementation of ECS.

>it speeds development because it's build around not knowing the final data structure of the game

The goal is to be leagues faster than the usual OOP approach while still using an OO language, and this also results in being far easier to multithread than traditional OOP (multithreading sounds like it may be similarly easy in DOP).

So, you're saying:

>optimize optimize optimize + extra time

>over

>faster than OOP + easy to multithread + it speeds development

Humm, ask a 1MA who does programming, art, animation, texturing, music, and so on; which pattern they would prefer.

Be realistic, not autistic, dear anon

>which means doing actual optimizations is impossible

this is a really idiotic statement, nice

Give an example of a modern game that uses DOP and engines, and link what you consider good articles on the topic.


64238f  No.15475944

File: ff1a3a16d95ce04⋯.jpg (36.05 KB, 604x483, 604:483, VERB THE ADJECTIVE NOUN .jpg)

I want to get into blender for character creation, do I wait for 2.8 or do I start right away?


a94303  No.15475956

>>15475944

Start now.


283984  No.15475957

>>15475944

Don't know shit about blender but surely the next version won't change everything about modelling. I say go for it.


dcaf72  No.15475971

>>15475944

there are some beta builds for 2.8


ff1b3e  No.15476121

>>15475944

What's so unique about 2.8 that you'd want to wait? Also this: >>15475971


dcaf72  No.15476150

>>15476121

2.8 is a major upgrade to blender, even bigger than 2.5

I'm not sure about using it because I don't know how to use cycles for low poly toon shit.


9cec5b  No.15476186

File: ea52298c5e8fdd7⋯.png (98.15 KB, 955x533, 955:533, blender renderer cell shad….png)

>>15475944

You're just giving yourself excuses not to start.

this >>15475956

>>15476150

u can already do toon effects in blender pretty easily


dcaf72  No.15476219

>>15476186

seems a convoluted version of blender internal materials.


9cec5b  No.15476280

>>15476219

It's visual coding, but for shaders.

If you want custom materials, and don't have experience with graphics programming; it's going to appear convoluted.

Although, with some practice, you'll get the hang of it. Better yet, do some shader programming tutorials and create some custom shaders. Then it won't seem convoluted at all.


ec35e1  No.15476473

If I'm developing a Pokemon clone, what should I make the capture apparatus? Honestly, it seems like Nintendo hit the nail on the head with making it a ball but I feel like if it was a ball I'd get a CnD the second that information went public.


fbb2ce  No.15476533

>>15476473

It can be anything. Cards, small toy balls, spinny upside down pyramids, or you could just host them all in the sea of your soul and summon them by committing seppuku.

The idea just came to mind of hockey puck-shaped bases, which display the monsters on them once they store them. Really, it can be anything, just make it consistent with the setting of the world, and incorporate it in the logo and the setting in various ways.


2c8ce5  No.15476539

>>15476473

A net or maybe a steel cage for the bigger ones


2e0cdc  No.15476583

>>15476473

Spells

Make the creatures summoned monsters, the player can host X amount of MP monster points worth of monster in his soul, as monsters get stronger they cost more points

Make the monsters connect to the player sharing damage so there is an actual struggle and let the player cast spells to support the monsters


2e0cdc  No.15476586

Also make all creatures be monster girls


9cec5b  No.15476599

>>15476473

I'm not a lawyer but that seems too arbitrary of grounds for a case if it's just a ball that captures creatures.

There's always the ghostbuster route of capturing them using different types of specialized containment devices. So varying types of containment devices, like traps, throwables, gun-like device, and the like; basically different capturing strategies per the type of monster.

Making capturing more strategy, and less grinding.\

Not sure about the rest as it can be as arbitrary as u want as long as you make it, make sense in your lore.

>>15476583

That sounds neat.

Sounds sorta like the hero role in HoMM.

Where the player character is actually useful, and not just some passive character like in pokemon (yeah they give the pokemon items but w/e, useless).


a94303  No.15476654

>>15476473

Capsules, but then you may be ripping off Capsule Corp

Cylinders, everything from a pencil to a soda can to a puck

Boxes

Prisms

Dominoes/Mahjong tiles, only with symbols for the monsters rather than dots or numbers

I like the idea of cards from >>15476533

Make each monster a cartridge that can be loaded into a revolver. To start a battle you turn the cylinder to the monster you want to call out and shoot it at your opponent. To call the monster back you turn to the "spent" casing and fire at your monster again. To capture a monster you take a special capture cartridge and shoot it at the monster. You can also load buffs into your revolver rather than monsters, and shoot your own monsters to preform a full heal or increase the monsters attack or something. You can also load de-buffs into the revolver and shoot the other guy's monster to lower his defense or something.

In addition to giving commands to monsters already on the field, each turn you can…

>exchange a cartridge from your inventory into the revolver

>fire a specific cartridge at a specific monster

>fire up to three cartridges in quick succession at any three monsters provided you don't have to turn the cylinder and all three cartridges are one right after the other

And of course, the whole thing is set in the wild west.


ec07c9  No.15476662

>>15473937

Put the array at the end of the struct. It lays out better in memory that way.


ec35e1  No.15476740

>>15476654

I've been toying with the idea of it being like a pandora's box that you capture the monsters in. The player character will either throw it at the monster's feet and it'll suck them in or it'll just collide with them like normal pokeballs. I could see people making jokes about the monsters getting their eyes poked by the corners of the boxes. and I think that'd be funny.

>>15476599

Just trying to avoid it being like the whole thing where a bunch of devs got successfully sued for having "Candy" in the title of their game by those candy crush faggots. I could see Nintendo pulling that kind of shit and I don't want my career to end as fast as it begins.


c02f4f  No.15476743

File: 40b06336d0674b5⋯.jpg (16.88 KB, 307x462, 307:462, 40b06336d0674b5e08248a8c1e….jpg)

>>15473907

> op image

Wouldn't one just simply fill the hole with three quads?


ff4eff  No.15476772

>>15476662

I'm like 90% sure it doesn't matter though. This isn't C/C++, but C#, where such things are an abstraction detail. The compiler and JITter should take care of that sort of optimization. Even if it doesn't, the array is accessed by reference, so this struct will always be 12 bytes in length (actually a bit larger because of object overhead in C#)


bd94ae  No.15476850

>>15474184

Those cute sleepy eyes.

HNNNG!


444d23  No.15476927

>>15476743

Anon, that hole has 11 edges. 3 quads in a line have 8 edges. And remember, no triangles allowed.


9e19de  No.15476969

File: a895d0106e8d917⋯.png (426.33 KB, 664x677, 664:677, Screenshot_20180920_000532.png)

File: 3f3cb9dff415670⋯.png (428.92 KB, 701x712, 701:712, Screenshot_20180920_000831.png)

File: e6f467b44dc5e09⋯.png (408.39 KB, 664x655, 664:655, Screenshot_20180920_001211.png)

File: f7a7f47ebf22eba⋯.png (509.64 KB, 683x692, 683:692, Screenshot_20180920_000651.png)

File: c2482fc04f2981f⋯.png (506.2 KB, 708x667, 708:667, Screenshot_20180920_001654.png)

Abusing Donut poses until I got them right. She can pick up and eat 2 donuts at the same time now.

>>15474565

What did you use for reference? The smooth nose bridge makes it look like the glasses are upside down.

>>15474621

Nice. Don't show /fit/ that form though.

>>15475944

Blender is notorious for being retardedly slow. Never wait for Blender. Hell never wait for anything.


1a09f5  No.15476977

>>15476772

>She can pick up and eat 2 donuts at the same time now.

Are you trying to make her fat?


1a09f5  No.15476979

>>15476977

fug, meant to reply to >>15476969


8dc163  No.15476981

>>15476969

Those look like she's trying to do cool shounen poses


a94303  No.15476997

File: 56373798f213eb7⋯.png (1.27 MB, 664x2066, 332:1033, DoubleDonutTechnique.png)

>>15476969

>>15476981 beat me too it.


ff1b3e  No.15477470

>>15476473

You could go for a medival/fantasy setting, the monsters could be elementals, demons or familiars or something and you have to imprison them in crystals or runes or whatever, typical fantasy summonings shit.


2e0cdc  No.15477630

>>15476969

>dual wielding donuts

ABSOLUTE MADLAD

i didn't use any specific reference, i didn't find any with the shape i wanted


f1e19a  No.15477997

File: 73bdd12e6074d56⋯.jpg (78.06 KB, 677x907, 677:907, 73bdd12e6074d5634732334e97….jpg)

>>15474248

Wow everything sucks and you haven't improved at all what a surprise. Stop working off of a broken foundation and fix your shit you dumb nigger.


fbb2ce  No.15478005

File: 82fb863240d469d⋯.jpg (432.86 KB, 1385x1411, 1385:1411, 82fb863240d469d68e9e5a7590….jpg)

>>15477997

Let me answer for him.

Ahem!

<I can't do any better. If I could do better, I would. I hate it when people just shit on my game so much. I'm doing my best.


63ce9f  No.15478043

File: c41fcafd30c7b93⋯.png (440.93 KB, 1026x626, 513:313, godot.png)

>>15477997

>>15478005

you clearly need to chill.


6270f5  No.15478057

>>15478043

maybe you need to get better, or at least not shit


63ce9f  No.15478061

>>15478057

I know, but there's no need to become angry over it.


444d23  No.15478074

>>15478043

>>15478061

I mean, if we didn't have IDs and >>15478005 din't make it so obvious he isn't you, I would probably have just assumed you were the one that posted that. It is exactly what you say every single time.


f1e19a  No.15478079

File: 61b356f2066fcab⋯.png (677.67 KB, 1008x720, 7:5, 61b356f2066fcabc3f30c4b326….png)

>>15478043

>>15478061

Have you considered that we don't like you and are tired of seeing you post your trash here without even trying to improve?

>>15478005

>>15478074

Exactly.


63ce9f  No.15478089

>>15478074

>>15478079

It takes years of practice to improve, you can't simply tell someone go and improve and he will magically improve in one week.


fbb2ce  No.15478100

>>15478043

Anon, my game exists within the fucking command prompt at this state and it's more functional than yours. At the very least, if something isn't working, I know to scrap it and rework it instead of going full DSP, saying "there's nothing I could do!" and building on top of it.

Do you know the recent story of Yanderedev? His code was so shit and bloated that building his executable took 90 seconds. He brought one someone from Tinybuild who cut it down to 15 seconds near-immediately, and then tried to fix more shit. Yandev then wanted to implement more features, and they were so poorly coded that they couldn't work be implemented as the Tinybuild coder was fixing shit, so he was let go. Now, Yandev barely does shit on his game, but if he ever does, you know that it'll be back to 90 seconds soon.

You have the same problem. Every single thing you've done so far is flawed, and you're just saying "good enough" and going with it. You're building on top of a broken foundation. I know you might be eager to implement more shit, but you need to fix everything you have now, or else you'll end up like Yandev.


36694b  No.15478107

>>15478089

I've seen you post the same art of asuka for literally years across multiple imageboards.

What you say is true, but it is not a valid excuse in your case.


f1e19a  No.15478108

File: ea2151ffcb13485⋯.png (342.57 KB, 878x1089, 878:1089, 1444970967126.png)

>>15478089

You're a weak-willed soyboy product of the modern age. The issue is that you aren't trying to improve at all even in extremely basic ways that would fix your shit.

I CAN tell you to go and improve and I WILL tell you to improve and if you listened to what any of us are saying you could have had a much better model weeks ago.


822f11  No.15478115

>>15478089

Yes, but you've been doing this for like 2 years now, dude. You also don't improve by ignoring people's advice and telling them to put up with you being such a stubborn idiot.

Swallow your pride and take people's advice, or stop posting and do some focused grinding instead of fucking around and crying that your art sucks. You're running in circles and wasting your time.


63ce9f  No.15478117

>>15478108

>>15478107

>>15478100

It's just a shitty fangame, I'm not even expecting to put on steam, is just a learning project.

Chill.

I will be happy if that project gives me some new twitter followers.


822f11  No.15478123

>>15478117

>I will be happy if that project gives me some new twitter followers.

So you're just doing this for attention?


ad4a57  No.15478128

>>15478043

Cris leave this place forever or at least make your own thread on agdg board and stay contained there, you already shitted on halfchan, stop spreading your trash.


63ce9f  No.15478130

>>15478123

Is a learning project to learn godot and practice art, music and shit.

I'm not gonna even ask money for it.


bb583c  No.15478140

>>15478117

If you had any semblance of self-awareness you'd have stopped posting when you realized your refusal to listen to anyone was shitting up every thread you posted in. I had thought you'd learned the last time you fucked off. Just go back to cuckchan and stay there. You'll be happier and we'll be happier.


822f11  No.15478141

>>15478128

I'd rather if he just go back there, or their discord server. It's frustrating.


f1e19a  No.15478156

File: be9dad074a12d76⋯.jpg (24.43 KB, 429x645, 143:215, be9dad074a12d763283fe2ac8c….jpg)

>>15478117

>Wah wah just accept my acceptance of failure


cfedb2  No.15478161

I'm a relative newcomer to this whole asuka drama thing, and I have to agree… I'm not a fan of this attitude. There is such a thing as being too perfectionist, but you're too far to the other end. Please have respect for the work you post.

The maker of Cave Story (he goes by pixel, right?) will always remain an ideal to me in this way.


fbb2ce  No.15478165

File: 064eb7bcb3e2e10⋯.png (361.73 KB, 480x360, 4:3, ClipboardImage.png)

>>15478130

To put it in a little analogy that you might understand, you're learning how to cook. Specifically, you're making Mac 'n Cheese with meatballs.

You burned the macaroni.

You dropped the meatballs on the floor and let the dog lick and nibble them before burning them too.

You threw a whole block of cheese in there instead of grading it, and the cheese is also moldy.

You then posted pic related, and said "it's the best I can do, I'm just learning how to cook, I won't even let anyone taste it anyway."


63ce9f  No.15478175

>>15478165

yeah, but is not like I'll keep making more stuff and improving over time.


822f11  No.15478176

>>15478161

The problem is he doesn't respect his work, nor does he respect what other people try to tell him. I don't know what he's expecting, honestly. Every time you try to tell him to get his shit together he handwaves it with some bullshit excuse I don't think even he believes. It's a colossal waste of time and energy.


2e0cdc  No.15478212

File: 0aeab9be903f053⋯.png (6.55 KB, 478x373, 478:373, get a load of this bait.png)

Stop feeding the attention-starved faggot, he is baiting all of you. At this point I am convinced he is a troll


57ba2d  No.15478232

>>15478212

>id+ his posts

>huge blocks of hidden posts everywhere

>they keep happening periodically

every thread


63ce9f  No.15478235

File: eb72ba1859eab11⋯.png (427.82 KB, 1026x626, 513:313, godot.png)

I still don't know why everyone is so angry and agressive.

I'm not expecting to become a pro, I'm just a faggot doing some stupid shit with godot and blender, because I wanna make games for fun, not because I'm expecting to be great or famous or getting rich.

I just wanna make games, and is ok if they're shit.


fbb2ce  No.15478242

File: 4f63fca5dc2ffc4⋯.png (363.02 KB, 651x480, 217:160, rubbish.png)

>>15478235

If you wanna make shit, go to the toilet.

You don't need to be here.


63ce9f  No.15478256

>>15478242

I'm just making some twitter bait so godot dev retweets my stuff.


822f11  No.15478258

>>15478256

Then post about it on twitter. Go away.


fbb2ce  No.15478263

>>15478256

If Godot actually retweets your shit, that is the best reason to never ever use their fucking engine, and that's after the cuckery over Master-Slave.

>>15478258

This.


c1336b  No.15478349

YouTube embed. Click thumbnail to play.

not a a game, but I released my firdt c64 demo which I showed in these threads some time ago. Only one part I made with PVCF/Reflex. Now I've joined DESIRE and we're working on a demo for x2018

https://csdb.dk/release/?id=168237


bd94ae  No.15478521

File: 02eee8cf8eb5432⋯.png (153.09 KB, 480x361, 480:361, 48399b68dcd27e10c87b91e8fc….png)

>>15478263

What cuckery over Master-Slave?

What did I miss?


fbb2ce  No.15478551

File: 5192a45b77172dd⋯.png (149.82 KB, 650x911, 650:911, ClipboardImage.png)


2e0cdc  No.15478578

>>15478551

well, is puppet a better term?


bb5a22  No.15478584

>>15478551

jesus christ


fbb2ce  No.15478591

>>15478578

I really want somebody to start pushing the angle that puppermaster is anti-semetic, and seeing how they respond.


bd94ae  No.15478596

File: 1fc4a709b973d98⋯.jpg (27.83 KB, 400x400, 1:1, 1fc4a709b973d98fbd77605315….jpg)

>>15478591

Please stop suggesting they take more of our words, you know they'll do it.


fbb2ce  No.15478606

>>15478596

I just find it amusing when people like this scramble to appease those that can never be appeased. They opened the doors themselves.


2e0cdc  No.15478671

File: 635128f121491f6⋯.png (228.25 KB, 800x600, 4:3, new glasses.png)

I improved the glasses, looks good now, but still can change, what you guys think?


7f7056  No.15478683

>>15478671

if you are not making the upper and lower frames of the glasses even, then atleast make the upper one thicker than the lower ones, cause the top ones need to be thicker irl


2e0cdc  No.15478700

File: 4b392d55211f0a8⋯.png (255.18 KB, 800x600, 4:3, new glasses.png)


fbb2ce  No.15478712

File: 25fba1354685184⋯.png (218.48 KB, 800x600, 4:3, ClipboardImage.png)

>>15478671

>>15478700

I still think it would look better if the top was less rounded, kinda like pic related. Might wanna try that out, not sure if other anons will agree.


2e0cdc  No.15478718

>>15478712

I want the features on her design to be more rounded and be as meek as possible


7f7056  No.15478723

>>15478712

well, more blocky approach would be fine but if you are really doing it then you have to move the ear parts of the glasses higher, but if you go for meekness then rounder ones are better


bd94ae  No.15478730

>>15478723

>>15478718

If you're going for meek, circle lenses (or very close to circle) are your best bet; they're extremely unassuming in most characters and convey a sense of clumsy earnestness.


bc4a9d  No.15478732

File: ab600586282a142⋯.mp4 (2.99 MB, 1280x720, 16:9, 2018-09-20 20-55-08.mp4)

blacksmith soon


2e0cdc  No.15478749

>>15478730

Do you have a reference? i can't find good ones

>>15478732

Can't wait to play your game anon, i fucking loved the original Diablo


fbb2ce  No.15478754

>>15478730

>>15478723

This did get me thinking, is there a good reference for what certain character design traits portray about their personality? Things like hairstyle, glasses shape, various accessories and such.


2e0cdc  No.15478773

File: f57b1567ec6b061⋯.jpg (67.28 KB, 500x281, 500:281, Miyuki-Takara-miyuki-fans-….jpg)

File: df4e37d7a74336e⋯.gif (106.49 KB, 240x192, 5:4, shinocat2.gif)

File: 140f0bac599dad7⋯.gif (148.35 KB, 480x485, 96:97, shinocat1.gif)

>>15478730

You mean like this? mostly frameless or super thin?


bd94ae  No.15478800

>>15478732

Is the character or environment WIP? or is it supposed to be incongruous like that? It looks really jarring, like the character doesn't belong.

>>15478773

Exactly like that. I was thinking like of examples like Miyuki.


bd94ae  No.15478808

File: a98e2548cd6c4e4⋯.png (49.96 KB, 354x432, 59:72, 6e8c28f7ff70717bfae6263224….png)

>>15478800

>Double dubs

<fucked up grammar


270469  No.15478964

I think I've reached peak autism, writing an async function which rewrites it to a state machine under the hood vs writing the state machine explicitly yields a difference of 300 instructions for a simple function (explicit beats implicit here), it also solves a little problem with async functions, but the code becomes an unreadable mess like holy shit, 300 instructions (or more) doesn't sound like much but that exact piece of code needs to be executed hundreds if not thousands of times, it will also contain nested functions of the same type, also with that approach it's easier to save the state of the whole thing and load it from a file.

Background: I'm writing a discord bot which has to run a game simulation per user, the game loop has to pause for the user input of course, and progress should be saved in case the server shuts down, but I may ignore this feature.


2e0cdc  No.15478996

File: 6f060ab5744d777⋯.png (249.09 KB, 800x600, 4:3, lens size1.png)

File: 2eed10ac822cd55⋯.png (157 KB, 800x600, 4:3, lens size2.png)

Should i keep the lens round or squash them a bit and make them slightly oval? also are round lens flat or do i add a curvature to them?


cfedb2  No.15479051

File: d7585a40058f8e8⋯.png (35.71 KB, 1000x1263, 1000:1263, Zoom-Lens-Diagram.png)

>>15478996

No, lenses definitely aren't flat. Which curvature you add (if you bother) depends on whether the character is short or far sighted.


2e0cdc  No.15479061

>>15479051

i mean noticeable curvature, i know flat lens wouldn't do anything


ff4eff  No.15479074

>>15478606

>opening the doors

Um … thats really ableist and also Islamophobic sweetie. Its ableist because it implies I cant do it myself? Are you body shaming me???

Its also islamophobic because it references the phrase "When god closes a door he opens a window", and as you know, Islam holds G*d very highly and wouldnt appreciate him depicted doing menial tasks so youd better delete your post kkthx


444d23  No.15479167

>>15478591

Dear Godot people. As someone who regularly has a hand shoved up his ass, I am deeply offended by the use of "puppet" in your engine. Regards, OP.


2e0cdc  No.15479211

File: 122bd348708aa31⋯.png (290.55 KB, 562x379, 562:379, mad.png)

File: b122328e46217c2⋯.png (180.61 KB, 800x600, 4:3, new glasses2 side.png)

File: 476f152e0e492c1⋯.png (253.62 KB, 800x600, 4:3, new glasses2.png)

I can use the opaque glasses effect when she gets mad now that the glasses cover her eyes fully

I still have the old glasses, will probably use them for another character later


b445da  No.15479219

>>15478591

Nah, puppet has no negative connotations, people should push master being racist

"As a transpirit currently possessed by a black slave hearing the word master triggers my memories of being abused, please change it to something like leader"


575c9d  No.15479229

>>15479211

Why are you making the glasses a detailed polygon? why not a textured polygon with transparency, you'll be able to test multiple designs by drawing glasses differently and also have smooth sides.


bc4a9d  No.15479233

File: 8f6483d7a704449⋯.mp4 (5.76 MB, 1280x720, 16:9, 2018-09-20 22-43-33.mp4)

File: 0b22df0739259cb⋯.jpg (2.66 MB, 3256x2036, 814:509, Beelzebuild Screenshot 201….jpg)

File: 512df513493de5d⋯.jpg (2.63 MB, 3256x2036, 814:509, Beelzebuild Screenshot 201….jpg)

>>15478800

>Is the character or environment WIP?

I'd like to think of the town environment as final, but there's a lot to be added. The character will need extra texturing, otherwise it's better than the original blobby boi, which many people bullied me into changing which could only be done the help of one great anon.

>or is it supposed to be incongruous like that? It looks really jarring, like the character doesn't belong.

The dissonance is intentional but I hope it can be toned down a bit - like in vid related

>>15478749

>Can't wait to play your game anon, i fucking loved the original Diablo

thanks, bro(s). It's been a while since I worked on it but I hope to keep the momentum


2e0cdc  No.15479235

>>15479229

I don't like the cheap 2d effect of using textured polygons, i prefer having some volume even on simple things like glasses


bd94ae  No.15479258

>>15479233

I really like the little touches on the ui orbs, with the heart on the health and the brain on the mana (or whatever magic juice it's called in this game).

One thing, though; what is the inside of the orb supposed to be? it looks kinda like clay at the moment.


bd94ae  No.15479265

>>15479211

I like that a lot. The only thing I would mention is that glasses are generally clearer than that (unless you're going for colored glasses on purpose.


2e0cdc  No.15479267

>>15479265

I will change the lens material on unity later


bd94ae  No.15479276

>>15479267

Ah, keep it up, then, Anon.


63ce9f  No.15479280

would feminists complain if I make a game where you choose to be the hero and save the world or you choose to be the wife of the hero and be a wife and have kids.


2e0cdc  No.15479284

>>15479280

Only if it gets popular


283984  No.15479290

>>15479219

"As an envious mediocrity I find leader to be offensively meritorious. Please change it to something like comrade."

"This would work because all hierarchies are intrinsically oppressive. Why can't we code our objects to be equal anyways?"


2e0cdc  No.15479294

File: d3645b6c716ce0d⋯.webm (4.23 MB, 1214x516, 607:258, 2AE89971-63E6-4A4F-C6C5-A….webm)

Kinda lame, but will have to do for 11/11

Too many other things still need animation for me to spend any more time on this


b88f05  No.15479323

>>15479280

What sort of gameplay would wife route have?

>>15478551

Why those different naming conventions for object hierarchies, anyway? Practically everyone is using "parent" and "child". Never heard anyone say that they're enslaving/mastering/puppeting one object to another.


63ce9f  No.15479339

>>15479323

I was thinking basically you can spend the game time between lurking in the world killing monsters or just staying at home farming and having a house.


ff4eff  No.15479343

Every time I try to work on an engine thing from my todo list, I stumble, then add two more things. Half of this isn't even directly related to my game

https://pastebin.com/raw/8HaytQBZ


bc4a9d  No.15479382

File: db1409b0bab6f37⋯.webm (2.49 MB, 1630x1018, 815:509, Beelzebuild 2018.09.20 - ….webm)

>>15479258

>One thing, though; what is the inside of the orb supposed to be? it looks kinda like clay at the moment.

to be honest with you I didn't put too much thought into this other than that making it interesting to look at though I did consider a claymation look to the game so maybe it isn't far off


bd94ae  No.15479389

>>15479382

It looks like you took a model of the moon, painted it red and made it slowly rotate; kinda neat.


36a0d2  No.15479466

>>15476473

Little, silver, triangular pyramid caps…roughly an inch and a half in diameter


36a0d2  No.15479510

>>15479233

May your dubs give you motivation. Anything Diablo related deserves encouragement unless it's from Blizzard


ff4eff  No.15480048

>Today I will work on my game

>Except I have a few things to take care of for my engine

>Actually it looks like some of my math functions could be implemented better

>Wait a second, that's how Microshit implemented their random number generator? Oh no, this won't do at all

HELP

I'm going to write a fucking compiler at this rate


32c1dd  No.15480061

>>15479211

The eyeshadow and bags together with the glasses don't work in my opinion. Too busy. Pick two only, not three.


40b643  No.15480102

>>15480048

>Microshit

nigger what are you writing you game in?


ff4eff  No.15480109

>>15480102

C#, which uses the .NET framewhich, which are both Microsoft products (specifically using mscorlib which is pretty standard for anything on C#)


9c686c  No.15480162

I feel emotionally empty, not sure why.

I just wish everyone were nicer here.


283984  No.15480178

>>15480162

This is the nicest place in 8chan, including /christian/.


ad7637  No.15480187

>>15480162

If you want to meet nice people and make friends, go to church or outside more often

Imageboards aren't usually the right place for that


fbb2ce  No.15480198

>>15480178

>>15480162

Tough love is a great policy, honestly. Hey, I sometimes get disappointed in reactions to stuff I post, and while I sometimes don't agree with the responses, most times I can see what anons meant.

It's really easy to fall in love with something on the virtue of "it's the best I've ever done", and being unable to accept critiques of that as a result. There was a song I wrote a while ago that I absolutely loved and anons tore the hell apart. I kept liking it, still, until I wrote a much better one, and the flaws became immediately much clearer to me.


f3f26a  No.15480243

File: e6d7d529eed4aa8⋯.jpg (26.43 KB, 599x625, 599:625, vivian and anon.jpg)

>>15480162

I hope you have a nice day anon!


40b643  No.15480272


fbb2ce  No.15480276

File: 5ce0f96fbe643f3⋯.jpg (Spoiler Image, 303.93 KB, 1012x1433, 1012:1433, 5ce0f96fbe643f350598fa5d0e….jpg)

>>15480243

I guess this one is fitting too.


ff4eff  No.15480283

>>15480272

No, literally C# with SFML


f0c9e8  No.15480284

Nodev here who just tried codeacademy. What happens if you toss in a bunch of code from cookbooks and run the program? Does game get made?


2cb832  No.15480296

>>15480162

God no.

If anything people should be meaner. Video games are a fucking skinner box and anyone who buys into the bullshit of loving that kike trash should be ridiculed.

Read SICP and Seige.


2e0cdc  No.15480303

>>15480284

Depends on which codes you put and where.

I am sure a 3↑3↑3 monkeys could eventually make a massive open world mmo based on copy pasting stack overflow pieces of code and free assets


9c686c  No.15480320

File: e9da5dbd318c3bd⋯.png (40.39 KB, 400x400, 1:1, rei.png)

made a newer model.


2cb832  No.15480333

File: 4a4967feaf1fc7b⋯.png (157.49 KB, 345x345, 1:1, Disgust.png)

>>15480320

>defiling best girl

You crossed the line now, spic.


9c686c  No.15480337

>>15480333

I'm sorry, dunno what went wrong.

Maybe I'll remake the hair.


f3f26a  No.15480340

File: 3a301f921de9eb1⋯.jpg (341.85 KB, 900x1020, 15:17, vivian embarrassed.jpg)

>>15480320

at this point just go to modelsresource and retexture a psx model. looking at old models might help you get better.

nice day or not, there are better ways to do things.


2cb832  No.15480341

>>15480337

Mate, people are going to be harsh on you either way.

You'd be better off just not posting and only show your game on your itch.io account.


40b643  No.15480350

>>15480341

stop discouraging him to leave. say his work is shit and/or provide constructive feedback. /agdg/ is supposed to help anons become better devs to make better games.


f3f26a  No.15480353

File: 2bb9a40867923ed⋯.png (299.67 KB, 1024x557, 1024:557, ClipboardImage.png)

File: 526ad64e4a960c7⋯.webm (3.17 MB, 1280x720, 16:9, never give up.webm)

>>15480320

also try getting gud at regular 2d art first. or get someone to make reference art.

It's ok to suck, so long as you try to get better.


2cb832  No.15480359

File: ccf0b6c2e912bf5⋯.png (175.78 KB, 405x417, 135:139, ccf0b6c2e912bf5c7407d4a903….png)

>>15480350

Because twenty angry faggots spamming the thread about some jungle spic's shitty modeling is constructive.

It'd be best for both parties if he just left.


2cb832  No.15480360

>>15480359

Or at least not reply unless they had something truly constructive and more than one sentence to say.


ff4eff  No.15480367

File: 9138700e371f444⋯.png (39.03 KB, 990x420, 33:14, ClipboardImage.png)

>Generate 500 sets of 1m numbers, using System.Random for one batch, and my implementation for the other batch

>Total of 1 billion numbers generated

>Theirs took 52684 ticks and mine took 66239

>Even had compiler code optimization enabled

Not sure how theirs is so much faster


f3f26a  No.15480369

File: 888a124e4f803f1⋯.png (107.01 KB, 500x451, 500:451, vivian shrug.png)

>>15480337

it's not the hair it's the face. look at any screenshot from the anime and try to match up proportions both from the side and from the front.

>>15480360

it's an imageboard, you don't even need the hide post button to ignore someone.


f3f26a  No.15480374

>>15480367

probably coded at a deeper level or using some sort of specialized hardware you don't know about.


ff4eff  No.15480385

>>15480374

That's what I'm thinking. But the code on the left is what they compiled from, so it must be something beyond the code itself. I don't see any relevant attribute flags in their source, either.

Oh well, it's plenty fast and more suited to what I'm doing anyways


2e0cdc  No.15480391

>>15480320

I think you might be doing this on purpose, at this point.

What's wrong with her fucking chin?


bd94ae  No.15480473

>>15480061

I don't know what'cha mean. I think she looks great.


94aeb8  No.15480478

Stupid question, but what's wrong with the triangle?


a94303  No.15480483

>>15480478

I'm going to assume you are talking about topology. A triangle does not divide as easily as a quad, and does not deform as cleanly as a quad.


f1e19a  No.15480495

File: 991956f6fe53f30⋯.webm (5.96 MB, 640x360, 16:9, Artistic Standards.webm)

>>15480320

You have to be fucking with us at this point. If not, please for the love of god kill yourself.

Your art is shit, you are shit, you refuse to improve, yet you attention whore here.

You have managed to actually get worse this time.


9e19de  No.15480599

File: 7399fcf174fdc14⋯.png (Spoiler Image, 124.52 KB, 795x650, 159:130, 7399fcf174fdc14a383a3b36e2….png)

File: 42410de030ef2af⋯.png (Spoiler Image, 69.37 KB, 560x585, 112:117, 42410de030ef2af4aafc798b8f….png)

File: a03d92d031b502c⋯.png (Spoiler Image, 66.87 KB, 573x617, 573:617, a03d92d031b502c0467f0bfdae….png)

>>15480320

Anon when you make your base pose don't make the hands point forward, make them point down or else you are going to get really nasty 180 degree twisting deformations. I had the same mistake. Here's an 8 month old post about why this is important: Same animation pose but different rest pose. Notice how the only difference is the hand direction.

Also your leg pose is literally optimized for sex animations. I don't think that's what you are going for is it?

vagina no longer exists


283984  No.15480603

>>15480599

>vagina no longer exists

Thank God. A wholesome game I can get behind.


2cb832  No.15480609

File: d9db1f82120edb8⋯.jpg (65.51 KB, 495x778, 495:778, 4370fc27115c722a79af8f2e75….jpg)

>>15480599

>vagina no longer exists

What the fuck even is your game for then?

It certainly doesn't have any gameplay or meaningful objective, so why the fuck remove the only thing making me care for this bitch?


2e0cdc  No.15480614

>>15480061

Those are her eyelashes, she doesn't use makeup, also her lips are naturally glossy because she is a succubus


9e19de  No.15480616

File: 97b2a5edd60a090⋯.gif (Spoiler Image, 482.11 KB, 250x249, 250:249, papa.gif)

>>15480603

Who said it wasn't coming back? What are ya afraid of pornographic material?

>>15480609

Don't jump to conclusions bucko. The vagina doesn't exist anymore in the current model to reduce modelling iterations for now. There is going to be lewd eventually. But the model needs to progress and I need to sharpen my pelvic topology skils before I remake it again. Only reason I removed it was because I had a public build of the game. Also this game was never made with an audience in mind nor is it for money. It was always for me.


283984  No.15480621

>>15480616

Bummer. I hoped you'd grown to love your creation like a daughter. Don't fucking tell me you do.


2e0cdc  No.15480624

File: 85c8d825640e6c4⋯.jpg (206.96 KB, 289x699, 289:699, vivian eva.jpg)

>>15480162

We are the nicest you will ever find in a imageboard without becoming a bunch of circlejerking faggots

We want each other to improve, we all share a passion for vidya.

Occasionally we get an idiot that doesn't deserve a (You) and refuses to improve, in such case we try to help such person improve by bullying him into a proper dev

Of course this time the idiot in question is obviously a troll and i wish the other anons stopped giving him the (You)s he loves so much


9e19de  No.15480625

>>15480621

What's wrong with incestuous loli fantasies?


2e0cdc  No.15480630

File: 1792d81f8abb581⋯.jpg (99.35 KB, 1280x720, 16:9, kotoko happy.jpg)

>>15480599

>vagina no longer exists

Your sins have been forgiven


2e0cdc  No.15480635

File: 20598449058a1fc⋯.jpg (147.72 KB, 1366x768, 683:384, kotoko suffering.jpg)

>>15480616

Oh nevermind you are still going to loli hell where loli demons will crush your balls into paste with their feet

I bet you degenerates would love it


3087f9  No.15480660

File: 4cac8a8e21abee9⋯.jpg (268.45 KB, 850x1200, 17:24, shoes.jpg)

>>15480635

That isn't hell, anon.


f26bbd  No.15480714

>>15479294

how accurate is the edge detection going to be on higher poly surfaces?


98a4d4  No.15480752

>>15480624

You know the formatting of your post gives you away, right?


2cb832  No.15480766

>>15480752

>(1)

The fuck you on about, shill?


98a4d4  No.15480787

>>15480766

>meme spacing

>calling shill without knowing what it means

Just digging deeper…


444d23  No.15481103

>>15480787

>not knowing how IDs work

>using … on an imageboard

Just digging deeper………………………


283984  No.15481128

>>15480787

>>15481103

You're both pretty. Now shut up.


4d1f94  No.15481170


b9e21d  No.15481226

>>15480320

Jesus fucking christ


bc4a9d  No.15481422

File: 0b65932263a3df8⋯.png (755.16 KB, 600x600, 1:1, ClipboardImage.png)

>>15479389

just to give credit where it's due, the texture is a modified version of this jelly render

http://www.sharecg.com/v/1557/gallery/6/Texture/Fruit-Jelly#

the credits for the game will include a long list of attributions

I also use it for blood on the floor


2e0cdc  No.15481578

>>15480714

it's going to be as-many-as-needed connected ledges


6ab701  No.15481675

File: 5260332ae5ed7fe⋯.webm (3.45 MB, 800x600, 4:3, demo 2018-09-21 13-15-58-….webm)

File: cf1bb7e05bd230b⋯.webm (7.31 MB, 800x600, 4:3, demo 2018-09-21 13-14-53-….webm)

silky smooth 10 fps

i like making cutscenes but absolutely hate animating, especially in unity


9c686c  No.15481920

azuka dev here.

If I focus on programming, how hard would be to get an artist?


cc5e79  No.15481931

>>15481920

The same amount of difficulty it takes to earn the money to pay them + the time it takes to look for them on artstation


9c686c  No.15481977

>>15481931

well, you can do that, and waste a couple thousands on making a simple game by hiring a full team.

or you can accept the reality and do it yourself.


cc5e79  No.15481997

>>15481977

Art, sound, programming. If you are doing them all yourself, pick one to be decent, the rest will be mediocre to below mediocre. You can't be a genuinely good programmer, artist, and musician all that the same time if you are young and/or new. Everyone chooses a discipline, and everyone comes together with the skills they have developed to create something that is genuinely good.

This concept is what created currency, if you want something done well, either pay up, or devote your career to it. It is unavoidable.


08aa3e  No.15482020

YouTube embed. Click thumbnail to play.

>>15481675

Play this alongside these webms and it's basically a Current-Year Soul Reaver remake beta.


9c686c  No.15482022

>>15481997

my goal since I started was to be like pixel or ZUN, and maybe next year I'll be able to make it.


9c686c  No.15482062

File: 6a29e8fdd9a1404⋯.png (45.5 KB, 400x400, 1:1, rei.png)

Well, I changed a bit the topology of the hair and lighting settings, and it looks better now.


6ab701  No.15482067

>>15482020

with less gameplay and everything :^)


a4877f  No.15482117

>>15478578

>>15482062

if you did anything but re texture the old model you wasted you time. and congratulations on finding one of the worst default poses ever.


9c686c  No.15482130

>>15482117

the body is the same topology, but the hair is diferent.


283984  No.15482140

File: 88b4487343dbbb9⋯.jpg (260.65 KB, 956x585, 956:585, useReferencesFFS.jpg)

>>15482130

I once tried to help you out with the face and you completely ignored the advice.


9c686c  No.15482145

>>15482140

shit, I forgot about this.


9a9e34  No.15482179

>>15482022

It took Pixel 5 years of working full time on every aspect of his game. He was effectively working two full-time jobs, because he had his day job and game dev, which he treated as a second job. And this was after he was already a skilled artist and musician, and a professional programmer (that was his day job). He had also already made a few other games before.

You aren't going to be the next Pixel unless you take a year to work on becoming a skilled-enough artist, a year to become a good composer/musician, and a year to become a good programmer, and then take the years that it takes to make the game. You can wing some of these and learn as you go, but you aren't going to be able to wing every one of these into expert quality all at the same time. Nobody does that. It takes a long time to become a skilled modeller, and to become a skilled musician, and to become a skilled programmer.

You might be able to finish this game on your own, but you aren't going to be the next Pixel unless you want to dump your entire soul into learning these things the right way, which is the hard way.

My advice to you is to stop being as ambitious as you are. You are pushing yourself too hard and are begging to get burned out and discouraged. Take your current game, and fucking put it down. Don't touch it. Start simple. Make pong, if you haven't. Then make a Mario clone. Then maybe do a Megaman or Castlevania clone. Use art from opengameart.org and find some creative commons music. Keep it 2D, and then move into 3D gently. Start small, and move slightly bigger each time. Don't jump into the deep end and just hope you don't drown.

I don't know if this is your first game project or not, but I can tell right away that it is above your skill level. This is not an insult. You can make this game, but you are certainly not ready to make it yet. You can not expect to learn these concepts all at once and not be shit at all of them. You come off as somebody who bought their first video camera and wants to make the next Citizen Kane in their basement, while also doing all the acting, set design, music composition, writing, and direction.

Start small.

The harsh feedback you are getting is warranted. You aren't terrible because you aren't cut out for this, and you aren't terrible because you are inherently shitty. You simply are not ready. This kind of game should be your fifth finished game at the very earliest.


7f15c3  No.15482206

>>15473913

does this take place on the moon and you're an ayylmao?


9c686c  No.15482220

>>15482179

even if this shitty evangelion game is shit, It still is pushing my skills to the test, like my first serious non trivial demo I can finish in a couple days.

I'm learning a lot with this project, I still think I could finish it, because I've made similar stuff before (but It was smaller games).

This will be like my first serious game I ever attempt to make.


6ab701  No.15482226

>>15482206

the setting is supposed to be something like an archipelago of floating islands


2e0cdc  No.15482227

>>15481675

https://assetstore.unity.com/packages/tools/animation/umotion-community-animation-editor-95986

Picked up this week, pretty neat.

Made it painlessly easy to make the hand pose for ledge grabbing. The ledge shimmy animation, however, is 100% procedural, as will probably be most of the animations


9a9e34  No.15482263

>>15482220

I mean, if you are planning on just using it as an educational endeavor, that's fine. You can finish it, but it's probably not going to be good unless you spend years honing those other necessary skills, or pay somebody who does these things professionally.


9c686c  No.15482292

>>15482263

my goal is to maybe make something that isn't crap like five years from now.


9a9e34  No.15482369

>>15482292

As long as you can take everybody shitting on you until you whip some of this stuff into shape.

At the very least, fix some of the foundational issues. You aren't going to get everything working at the same time, even slowly. Focus on a subsystem at a time.

It makes very little sense to start by working intently on the background the way you have when your character doesn't even have a working walk animation and there aren't any gameplay mechanics yet. You should be working on that stuff first.

You say it's for learning, but you also want a finished game out of it. That's not going to work unless you end up rewriting this game several times entirely in the process.

Like I said, you can do it, but the way you're going about it is the most painful and slowest way, where you will learn the least and the slowest and get the least done. You can't effectively learn just by trying to throw an entire game together and learn everything as you tackle it. You will learn that way, but it's the least efficient possible way to learn.

And again, you're going to get shit on here constantly for your ass-backward way of doing it. You are far from the first to try to learn everything at once and jump into the deep end, and then get burned out and give up a few months in because you've turned your project into a buggy, unmaintainable, unplayable mess due to compounded inexperience. In fact, most of us have done that exact thing before (everybody has an unfinished project graveyard somewhere). It's a mistake that everybody makes.


822f11  No.15482381

>>15482369

You're wasting your breath.


ff4eff  No.15482387

>>15482381

Good thing this is a public board and anyone can use the advice


822f11  No.15482393

>>15482387

Point taken, but replying to Cris in hopes of him getting his shit together isn't gonna work.


9a9e34  No.15482402

>>15482381

I'm just trying to help him out. He's got potential in him, and if he directed it productively, he could make a lot of progress very quickly. I remember being like him and spending months languishing trying to build a complex complete game with 3D models after my only finished projects were clones of Tetris, Marble Madness, and some gravity physics demo. I went in the same way, "I want it to eventually be finished, but at the very least, I'll learn some stuff", but you don't usually. You spend hours and eventually days just trying to untangle messes without learning anything in the progress. You do learn some stuff, but way less than if you do it the right way; you mostly just waste a lot of time trying to half-ass and wing everything you don't understand.

Incremental increase in complexity is the best way to learn, because you are putting down concepts you have learned and become familiar with while gradually (and completely) learning the new concepts.

You can compare it to literally any other skill, but math is good enough an analogy. It's like trying to jump directly from pre-algebra to multidimensional calculus. You'll learn a little bit, but it'll be slow, confusing, out of context, and pretty much useless because even the things you've learned you can't effectively use.


fa38f4  No.15482421

I don't really understand how to make user interfaces for games. Do you guys do everything in opengl, something like QT, or what?


19e748  No.15482422

File: f49069373ad0b74⋯.mp4 (10.16 MB, 800x600, 4:3, output_compressed.mp4)

Exploring a portion of what I plan to be level 3 in my puzzle game. Need to add more decorative vegetation, and probably some birds and small animals as well. Thoughts and suggestions, please?

>>15479294

You're making great progress, anon. If you want to make it more realistic, add weight and springiness to the character's torso.


822f11  No.15482436

>>15482402

>I'm just trying to help him out.

Help those who ask for it. Cris has ignored people's advice here, on cuckchan and in a dev chat consistently when people tried to do the same.

You're right that everyone starts out bad and eventually gathers enough experience to get on the right track, but he's been half-assing everything for so long and there's been so many instances of people wasting their time on him that I'm convinced he's a hopeless cause. You can't help everyone.


e23fbc  No.15482503

Asuka-dev what's your problem, compile all the advice you've received and implement it one post at a time before doing anything else, why do you refuse to listen.

>>15479323

Last time I heard about master-slave relationships I was still working with IDE hard drives a.k.a. today


fb8ad8  No.15482540

>>15482422

The way you move around reminds me of Speebot, nice.

It looks great, I quite like the particles coming up from the lines in the ground.

The beginning tricks my mind a bit, in seeing the dark trees around the player somehow creates and illusion of it being an edge you can fall from. If it's a thing when you're actually playing I'm not sure, just something that popped into my head the first second I saw it.


2e0cdc  No.15482550

>>15482422

Your game really looks like Speebot :^)

>If you want to make it more realistic, add weight and springiness to the character's torso

Been planning on doing that, but right now I need to work on female model proportion controls


9a9e34  No.15482565

>>15482421

Depends how your game is structured and what you're doing with it. The typical approach is to build it as a separate "layer". If you are using raw OpenGL, you'd treat your UI layer as separate from the rest of the game, and usually turn off depth buffering and ensure that you render it last.

Even with that approach, I wouldn't recommend it. If your game is C or C++ and already built with OpenGL, I'd recommend using SFML or SDL's OpenGL context functionality for the 3D stuff and switch to SFML/SDL's 2D functionality for UI drawing.

I haven't done much with Qt or GTK. I know you can get an OpenGL context, but I don't know if you can draw elements on top of it. That approach can work if you're fine with your UI being separate widgets not actually layered on the OpenGL context itself, but I can't help much there. I know that it isn't a common approach, so there are probably some issues there.

There aren't firm rules. There are as many different ways to render UI as there are to do all the other graphics in your game. Try something that fits into the existing structure of your game, and try to leverage the libraries you are already using if you have them. It depends heavily on how your game is structured, what language it's written in, and what libraries it is already using.


9a9e34  No.15482577

>>15482422

To be honest, I really like the flat-shaded trees. It draws your attention away from them, and creates an interesting wall effect, without making it look like a literal wall. If you add more detail to the trees, you'd probably do best to keep it subtle and simple to not distract overly.

The ground needs more texture, though. It looks almost like pool table felt rather than grass (I assume it's supposed to be grass).


1a09f5  No.15482742

>>15482421

Everyone does things differently. But if a person wrote his own engine using OpenGL, then you are safe to assume that they are probably using OpenGL to render the UI as well.

When it comes to the actual implementation; UI's are ALWAYS a mess. Even when you use Qt, a massive amount of your code is just dumb boilerplate. This is the reality you will always have to live with, whether you like it or not.


1a09f5  No.15482770

>>15482422

I don't really think the current dark-tree-border is great to look at. It is very dark and contrasts very strongly against the environment. This wouldn't be a problem in itself, but when the trees end up blocking your view due to camera angles and perspective, it looks really jarring.

As for decoration; you could put some wildlife in there that flies/runs away when you get too close, and moves back to its original position after some time if you're far away enough. That should make the environment a lot more lively.

Another suggestion is to vary your grass floor a bit. Putting some patches of differently colored (thicker) grass or dirt will make the floor seem a lot less flat. Scattering some stone tiles with broken variations does wonders too.


bd94ae  No.15482834

>>15482770

I agree with your second observation, not so much the first. I think the massive void of trees provides a very distinct look.

For some reason, even though the two are nothing alike, it reminds me of Stephen's Sausage Roll.


9c686c  No.15482852

Even while I appreciate some anons care enough about me as to give me advice, I do think is useless because our brain for some reason only learns by doing mistakes and doing the thing.

You can explain how to build a house with the most detail, but it will be useless to a new guy and he will fail a lot at the beggining, he will only get good by doing a lot of repetitions, even if most of the earlier ones will suck.

It's like trying to give advice to a fat person and expecting he to understand or care, unless he put the effort, the advice will be useless.

It's not like I am a complete begginer, I could show you things I've made since I had 15 years and show you how I usually drew things when I started back then and show you how much I've improved drawing since them, to a level where I am quite happy with my skill drawing.

But there's also the fact I was less skilled and also less disciplined years ago, stuff that took me months to make before now took me a couple days at best, years ago I couldn't even finish a shitty game, now I can finish them.

I'll keep improving, trust me, but it gets tiring when people keep telling you you don't care about improving or not putting the effort when they haven't seen what you were making only three years ago, which was much worse games in every sense.


57ba2d  No.15482853

>>15482422

Looks too clean, I'd add some moss/vines/vegetation that's growing around the stone stuff.


bd94ae  No.15482862

>>15482853

Not a bad suggestion. I like the clean, simplistic look, but there's something to be said for the nature vs civilization look of nature taking back it's domain.


6ab701  No.15482879

File: a3e4e17d0ac3055⋯.jpg (119.72 KB, 1440x930, 48:31, a3e4e17d0ac30558529f58333f….jpg)

>>15482852

>all those new lines

leave


1a09f5  No.15482881

>>15482834

>>15482834

>I agree with your second observation, not so much the first. I think the massive void of trees provides a very distinct look.

I think it'd look a lot better if it had some screen-door transparency when you're looking through it.


bd94ae  No.15482906

>>15482881

Oh, now that's a good idea.


2e0cdc  No.15483001

>>15482422

nice particles, but i would like to see more detail on the trees


9a9e34  No.15483059

>>15482852

> our brain for some reason only learns by doing mistakes and doing the thing

That's not true at all. Our brains learn on a constant basis. Just because you can learn by fumbling around in the dark doesn't mean you should.

> You can explain how to build a house with the most detail, but it will be useless to a new guy and he will fail a lot at the beggining, he will only get good by doing a lot of repetitions, even if most of the earlier ones will suck.

This is a horrible analogy, and defeats your own point. Nobody learns to build houses by building a dozen entire shitty houses first. They learn the correct techniques, make smaller structures correctly, and then move up to making houses the right way.

If you've been doing this stuff for three years and this is as far as you've gotten, you are proof of why your methods of learning simply do not work. That is evidence enough that maybe you should start taking advice that people are giving you. You say "it's not like I am a complete beginner", but you still are at the skill level of a complete beginner.

Practice does not make perfect. Good practice makes perfect. If you practice the wrong thing over and over again, you will at best just waste time, and at worst actually damage your ability because you were practicing bad techniques. Seriously, pick up some good material that teaches you the proper way to do these things. You can't wing it until you get it.

You say you want to be the next Pixel, but Pixel was a professional programmer. He took art lessons and developed his artistic technique the correct way, with focused practice. He learned music theory and the technical aspects of good musical composition. After all of that, it still took him years to put it all together the right way.

You will never be the next Pixel unless you set aside your pride, stop fucking around, listen to advice, and actually dedicate yourself to improving your skills in the relevant areas in the right ways.

There's nothing wrong with being unskilled, but combining lack of skill with a large ego is a recipe for another Yandere Dev, not another Pixel. We are here to improve, not to post pictures of our progress and suck each other's dicks.

> It's like trying to give advice to a fat person and expecting he to understand or care, unless he put the effort, the advice will be useless.

So you're admittedly just ignoring any and all advice to do things the wrong way because you don't give a shit? Why complain that it's tiring when people keep telling you that you don't care when you obviously and evidently don't care?

If all you want is some pats on your back, this is not the place to get it. You have an obnoxious mixture of accepting that you are unskilled but refusing to take any help or advice, and that's why everybody is giving you shit. Nobody cares who you are or where you were three years ago. They are not judging you for who you are. They are judging the things that you are making. How much you have improved in the past three years is completely irrelevant to the flaws in what you are making now or how you need to make it better.

This is the last of my time that I'm going to waste talking to you, since >>15482381 was apparently right, and you don't actually want to get any better, you just want to feel proud of yourself and have other people suck your dick.


9c4ae2  No.15483083

>>15483059

I like it that you are responding to this bydlo in a very detailed manner in a faint hope he might change his ways and realizing his mistake.


2e0cdc  No.15483117

File: 8ff0169cd2cd23c⋯.png (389.16 KB, 1090x770, 109:77, wing window.png)

File: c01f418da582a51⋯.jpg (329.17 KB, 1200x1697, 1200:1697, Operationrainfall.com_wp-c….jpg)

File: bd5af9917a17646⋯.jpg (3.54 MB, 2432x3481, 2432:3481, 491728.jpg)

Should i keep the window or just remove the whole bottom part? Trying to make some sort of corset or whatever it is called

I want to make her design similar to Rorona, corset with a tiny slong sleeves jacket and a small cape on top, but with a very long skirt instead of a short one

If this doesn't go well i will try a simple Pamela doll look


9c686c  No.15483135

>>15483059

bro, stop giving me advice on fast skill adquistion, I've read that stuff, maybe not the books, but I know how fast skill acquisition works.

Stop giving me advice when I fucking have on my hard drive shit like loomis and the vilppu DVDs and shit like the survival kit of animators.

I've done the theory.

I care more about learning realism not because I wanna improve and do that style but simply because people stop telling me to learn loomis.


9a9e34  No.15483150

>>15483117

A window doesn't make much logical sense. How would she even put it on? I think I'd go for a top that is either backless or largely backless.


2e0cdc  No.15483196

>>15483150

I(His brother) suggested making a zipper, but he would rather have the protagonist ask how it works and she coyly answers that it's a s.e.c.r.e.t

I think the zipper is better because it's show-don't-tell thingy rather than a silly joke


8f7061  No.15483217

File: 2d6644968622dfc⋯.png (1.25 MB, 1383x1277, 1383:1277, ClipboardImage.png)

>>15483196

>zipper


982d69  No.15483225

>>15483196

Seems reasonable, but the lower part could be a thong with some kind of ring clip.


9a9e34  No.15483230

>>15483196

That makes some sense. Logic obviously falls to the wayside compared to design. I just think an open back looks better. Most winged characters either have open-backed clothes or they just ignore it and the wings come directly out of the clothes.

If you can make it look good, that's all that matters.


19e748  No.15483233

>>15482540

>>15482550

>>15482577

>>15482770

>>15482834

>>15482853

>>15482862

>>15482881

>>15483001

Thank you for all the suggestions and commentary. I agree with most of your critique - the "living space" of the level is missing detail, which is the next thing I'm going to work on. At first I was hesitant to add more props to the scene in fear that it will clutter the view and ruin the contrast, but now it's clear that the light area look too empty.


2e0cdc  No.15483238

File: e38b9b21e851358⋯.png (263.39 KB, 1090x770, 109:77, wing window2.png)

>>15483150

With a button or ring clip?


444d23  No.15483331

File: e033bee744780eb⋯.png (423.46 KB, 1090x770, 109:77, ClipboardImage.png)

>>15483117

Literal MS Paint edit here

I think the wing connection should curve more upward, to make it look more like it's connected to the spine, replace the upper part with string (like any normal corset) so it'd make sense how she gets it on, and make the window more shapely so it's sexier, no underwear designer would make it like you did. Ideally it'd kinda resemble an upside-down heart.


12a2af  No.15483359

File: 15d0e7b9c4c66f7⋯.png (33.14 KB, 560x407, 560:407, The elements are uncertain.png)

>>15483217

>Why anyone would need a diagonal zipper on the front of their shirt.

Easier groping?


57ba2d  No.15483426

File: 1c19c6f7b8a626c⋯.jpg (59.97 KB, 1090x770, 109:77, jp.jpg)

>>15483331

If you're gonna do that then shouldn't you add a big bow so you can untie her butt


444d23  No.15483441

>>15483426

Very much yes


cc0f4d  No.15483466

>>15483117

My question is why are the wings on the hips and not towards the shoulder blades?


9a9e34  No.15483520

File: ec44a372685421c⋯.png (185.81 KB, 400x557, 400:557, Morrigan.png)

>>15483466

Probably inspired by Morrigan from Darkstalkers.


f3f26a  No.15483948

>>15483217

The zipper is there so that the lower part of the shirt can be tight even if you have a big bust.

Was that anon being retarded on purpose?


9a9e34  No.15484453

>>15483948

Somehow, real shirts manage to allow that without a zipper.


9e19de  No.15484512

>>15483426

I would not use that topology for clothing. Once you paint it, the skin will clip a lot. You want to extrude your body's mesh and then shape it to be that corset. The edges of the mesh don't have to be squares but they should follow the body as much as they can.


f3f26a  No.15484671

>ok, this time I won't get all autistic about distributing trees over the five meter per side square tile.

[code]

void Initialize(short treeNum=9)

{

int treesPerSide = Mathf.CeilToInt(Mathf.Sqrt(treeNum));

Vector3 treePosition;

Quaternion treeRotation;

while(treeNum>0){

//what the fuck is that

float x = ((treeNum % treesPerSide) - 2.5f + (2.5f / treesPerSide)) * (5 / treesPerSide * (treesPerSide - 1)) + (Random.value * (5f / (treesPerSide+0.5f)) - 2.5f / (treesPerSide + 0.5f));

float y = ((treeNum / treesPerSide) - 2.5f + (2.5f / treesPerSide)) * (5 / treesPerSide * (treesPerSide - 1)) + (Random.value * (5f / (treesPerSide + 0.5f)) - 2.5f / (treesPerSide + 0.5f));

treePosition = new Vector3(x,0,y);

//what the fuck was that

treeRotation = Quaternion.Euler(0, Random.value * 360, 0);

trees[treeNum] = Instantiate(tree,treePosition,treeRotation);

treeNum–;

}

}

[code]


f3f26a  No.15484710

File: bc5f25f57e55cd0⋯.png (769.55 KB, 700x704, 175:176, ClipboardImage.png)

>>15484671

in case it's not clear, this function cuts a grid in the 5*5 tile to accommodate treeNum trees, then places a tree at every spot in the grid and finally adds a bit of randomization in such a way that no tree leaves it's square in the grid and no tree touches another tree.


2e0cdc  No.15484974

>>15483331

ok, i will change the wing connection a bit

>>15483426

winner idea

>>15483466

Because succubus

>>15484512

>You want to extrude your body's mesh and then shape it to be that corset

Literally what i did


2c2484  No.15485311

File: 81206529927e8fa⋯.jpg (92.81 KB, 1160x1200, 29:30, Dni_2A-V4AA3EJd.jpg)

I got fired day 1 from the best job I could've gotten and don't have the money to take math classes yet alone programming, I can't do basic math shit without the use of my fingers and have an IQ of 87

should I even try gamedev


bc4a9d  No.15485648

File: 701f69064592e6f⋯.png (2.41 MB, 1895x1085, 379:217, ClipboardImage.png)

I think I'll have to make this a loading screen or something


19e748  No.15485676

File: 8d7966347d1deae⋯.mp4 (4.78 MB, 800x600, 4:3, output_compressed.mp4)

Speebot 2: Forest Edition?

>>15485311

Yes.


bc4a9d  No.15485874

File: dd43782dc15a7b6⋯.png (2.52 MB, 1889x1061, 1889:1061, ClipboardImage.png)

>>15485648

and that camera didn't have AA on


cbb1b7  No.15485948

>>15485311

what was the job?

also >math and programming classes

you can learn those by yourself


f3f26a  No.15486053

>>15485311

All it takes to learn math and programming is discipline and an internet connection.

That said, if you mean trying out gamedev as a replacement for that job, I don't recommend it, as it's unlikely to make money right away.


f3f26a  No.15486060

>>15485676

I know everyone has mentioned this already but I really love the effect the trees give.


2e0cdc  No.15486139

>>15485648

>>15485874

looks pretty grim, i like it


f3cc2f  No.15487625

template <typename C, typename … Args>

ComponentHandle<C> Entity::assign(Args && … args) {

assert(valid());

return manager_->assign<C>(id_, std::forward<Args>(args) …);

}

lol what in the literal fuck


2e0cdc  No.15487730

File: 3b2f988394e271e⋯.png (182.24 KB, 800x600, 4:3, back.png)

Wing connection now points upwards, added the string and the bow


b043ab  No.15488022

>>15487730

Cute

>>15485648

>>15485874

I like the camera angle more in the first shot. Feels like the cam should transition between the two shots while it loads in the main menu screen. I can already picture the tree branch/shadows swaying in the wind. Are those candle flames animated? Do you have a recording I could see?

>>15483217

This is hilarious.


2cb832  No.15488069

File: 763187c55f994e1⋯.jpg (415.27 KB, 1000x750, 4:3, 763187c55f994e10a4fcb03b96….jpg)

>blender 2.8 looks god tier

>have to wait out for all the new tutorials to come out for it, as well as its stable release

>waiting for 3.1 to implement better rendering and animation too

What a fucking meme.


55ace9  No.15488237

Well fuck, I just realized in blender that shift+f turns on fly mode that could have really helped in getting into those annoying cluttered spots. Any other shortcut or tool that you guys find useful that you think everyone should know about?


2e0cdc  No.15488425

File: c465901f5f5fa25⋯.png (187.01 KB, 800x600, 4:3, large chest ahead.png)

Next will be adding frills, then rigging and making the shape keys


655714  No.15488429

File: d3f6bda2eb30041⋯.png (54.58 KB, 917x693, 131:99, Capture.PNG)

If I have a .mesh file and associated .tga files.

What can open those together to make a complete model?


655714  No.15488465

>>15488429

that I can also use to edit the model


2e0cdc  No.15488488

File: ed3539ee0ff20b6⋯.jpg (67.41 KB, 962x512, 481:256, DC56B68D-C2DA-4CC2-8D2B-1D….jpg)

I am currently working on the proportions of the female character model. My planned strategy is to set a bunch of position/rotation/scale offsets and assign them to sliders, like a hip slider going from 1 to 0 would be as demonstrated on the image.

Is there a better and easier solution? Or it's pretty much this?

Blendshapes didn't really work, as the armature is apparently made for one configuration, and changing it will fuck up all vertices


283984  No.15488489

>>15488429

>>15488465

Don't think you'll be able to both in one step. Maybe find a way to open the .mesh and turn it into a more reasonable format while preserving UV's (I'm assuming it's geometry) and separately turning the .tga's into png.


2e0cdc  No.15488537

>>15485311

programming is 90% and logic 10% getting your math straight from stack overflow


0b9e37  No.15488538

>>15474095

>Doing the feet will be WAY harder than the hands, it seems

That's because what you actually want is the toes.


9c686c  No.15488594

File: 87bd1d7bc8e8ab3⋯.png (50.08 KB, 400x400, 1:1, Selección_008.png)

made rei base pose.


2cb832  No.15488614

File: e5bc24a9da9503d⋯.jpg (15.83 KB, 300x424, 75:106, Strelok.jpg)

>>15488594

That gun is way too big for her.


f3f26a  No.15488615

File: 22585916268ba49⋯.png (134.64 KB, 197x300, 197:300, ClipboardImage.png)

>>15488594

can you stretch out the face texture? I told you, look at the sizes and positions of the features (eyes, nose, mouth) in this image and compare them to your model.


fbb2ce  No.15488626

File: 3ce85c329cf9d34⋯.png (61.1 KB, 400x400, 1:1, ClipboardImage.png)


2cb832  No.15488635

File: eb0475ed343d00a⋯.png (1.08 MB, 1920x1200, 8:5, Ayanami_Rei_(Evangelion_-_….png)

Man I swear I could make nice Rei in a day, but I don't have a keyboard with a numpad and blender 2.8 is coming so spic has me beat.

Have more Rei's though.


83633d  No.15488656

>>15480367

Crazy idea, but it might have to do with operating the variables on a local variable and not as a global/object member. Probably the reason they copy them in in the first place. Keep in mind probably each access to that variable requires dereferencing a pointer, which implies memory access to a segment that is not in the CPU cache, which is going to bite you in the ass no matter what you do.


e29f28  No.15488662

>>15478108

>>15478100

>>15478156

You guys are pretty fucking bitter over something that a nodev wants to do for fun. Sure, it might not look polished or go by /agdg/, but if he's having fun while doing so, why does it matter to you?

If his posts bother you that much, use the ID filter and move on.


73c5c7  No.15488697

>>15488662

If all people did was say that you did a good job, then what would be the point of posting here? This is a place for criticizing each other to get better. He's just getting a lot of posts because everyone here knows that he can do a lot better. Not criticizing him would be worse because it would mean that nobody believes that his project could amount to anything more than what it is right now.


cc5e79  No.15488796

This thread is slipping closer and closer to cuckchans. Enginedevs pls post more.


fbb2ce  No.15488827

File: 16a6cb785727ee6⋯.jpg (171.26 KB, 461x807, 461:807, 2206e032652951b5afc7cd121d….jpg)

>>15488796

I've been reorganizing my design document instead, I've fallen way behind, between half of my notes existing in notepad documents and the other half being in my mind. It's been an absolute nightmare, and I have several features I need to implement into my engine just to get other features to work, and even then, it will be barely worth showing. Have a cute loli instead.


283984  No.15488878

>>15488594

…Why does she have a musket?


975c59  No.15488926

Quick question about a game I probably won't make.

Say I was going to make a flight simulator, would the height modify the horizon too much or would it be okay to leave the horizon exactly at 90º from the ground?

I'm planning on fucking around with SDL and making a shitty plane game like those old ass milsim ones, but I don't know how far I'll get with no extra libraries.


c51a01  No.15489032

File: fee938af108d7ac⋯.png (Spoiler Image, 14.16 KB, 675x573, 225:191, fuck.png)

HEED MY ADVICE:

Write a fucking LIST you retard. Stop staring at your screen like a fucking moron and write down a list of what you need to accomplish. Think about what problems you need to solve to achieve your goal. No matter how small it is. Make a fucking list.

God dammit you're so fucking stupid. Write it down.


f3f26a  No.15489051

File: fbc49849d07f94c⋯.gif (1.68 MB, 400x225, 16:9, pain_.gif)

>>15489032

HOLY FUCK OK.

why do I keep putting it off?

am I retarded? am I cursed to be forever stuck at the left side of the IQ bell curve?


c7176a  No.15489053

>>15488635

What the fuck is wrong with her ass?


fbb2ce  No.15489089

File: 093ebaa60c39ce4⋯.jpg (608.51 KB, 850x607, 850:607, sample_c25dfe4497df6b905f0….jpg)

>>15489051

Invest in sticky notes, or just little note paper.

Make notepad accessible within one click.

Get a notepad app for your phone.

Carry a small notebook and pen with you everywhere, including the shower.

Always have either a physical, digital, or both, options for taking notes. You come up with anything, at all, write it down. Then immediately copy it over to your workstation when able and put it in a spot where you can't avoid it.

It's not that hard.


2cb832  No.15489094

>>15489032

If you need a note to tell you what you need to do you aren't invested in gamedev enough.


2cb832  No.15489101

>>15489053

What's wrong?

I think its pretty good.


240582  No.15489112

File: 383bf3d20ac5c04⋯.png (438.6 KB, 1026x626, 513:313, Evangelion_004.png)

>>15488615

She is renderered in game at half that sprite resolution.

how does it look? (less shit or more shit)?


283984  No.15489166

>>15489112

>Face texture is warped

<The sprite is rendered at half resolution

Now I know you're trolling.


240582  No.15489170

>>15489166

It's just a project to learn to make a 3D game.


283984  No.15489174

>>15489170

It's like you're a pathological deflector.


240582  No.15489187

>>15489174

I'm still a couple years to make a serious game, I still lack the training to learn audio synthesis and music composition at some begginer level.

I'm still too green.


f3f26a  No.15489200

File: 11ac3bfe275f740⋯.png (308.75 KB, 1080x444, 90:37, ClipboardImage.png)

>>15489187

You will never learn if you refuse to do things correctly at some point. You will be green forever unless you start fixing your shit

now

>>15489112

if your next post is not you saying you did exactly as I have told you I am going to spam gore until I am banned.

ESCUCHAME BIEN.

NO ES DIFICIL.

LOS OJOS SON MAS ALARGADOS.

SUBE LA MANDIBULA, ES MUY GRANDE.

do that. just that.

five minutes.

it will take you less than five minutes.

one more but and I whip out the dolphin porn.


240582  No.15489241

File: 12a452f962a6912⋯.png (50.21 KB, 400x400, 1:1, rei.png)

>>15489200

how bout now?


f1e19a  No.15489244

File: 88a3320c1b7fb17⋯.png (471.98 KB, 720x715, 144:143, 88a3320c1b7fb17ea8a9d64b78….png)

>>15489112

>>15489241

No it looks like trash.

>>15489200

Give the signal and I'll drop the gore.


f3f26a  No.15489267

File: 7cf931c2d208f15⋯.png (228.67 KB, 1000x1000, 1:1, v conquistador.png)

File: e7a6827d2855e97⋯.gif (2.01 MB, 680x583, 680:583, vivian brushing her teeth.gif)

File: e760e36d045ac21⋯.gif (736.8 KB, 423x357, 141:119, vivian circle.gif)

File: 04b1197d5e93632⋯.jpg (52.58 KB, 480x640, 3:4, vivian ko takeuchi 2.jpg)

>>15489241

congratulations

you listened to a suggestion.

you have taken your fist step to being a better person.

keep up the good work!

(now this one)

>>15482140

>>15489244

it looks like trash but this time he listened.

he gets a pass.


240582  No.15489291

File: 036023092c1f3a3⋯.png (1.04 MB, 2464x900, 616:225, 2018-09-22-210353_2464x900….png)

>>15489267

I would appreciate proper advice that is concrete, I just don't know what to do over vague advice.


f8cd9d  No.15489421

>>15489241

That slouched pose looks like the anime girl character creator that everyone used in those threads a long time ago to create waifu versions of themselves.


283984  No.15489445

>>15489291

make the weapons look sci-fi, not an 18th century musket.


240582  No.15489448

>>15489445

It's more a WWI type of rifle, not sure if that's a real issue but I like it.


f3f26a  No.15489470

>>15489445

eh, I'd keep the advice technical, last thing we want is an idea-guy and an autist duking it out for the rest of the thread.


2cb832  No.15489521

File: 784c595b73e05d6⋯.jpg (114.58 KB, 750x737, 750:737, 784c595b73e05d6816941e9988….jpg)

Alright, what are really good resources for making anime-ish style characters in blender? Time to get shit done.


240582  No.15489708

YouTube embed. Click thumbnail to play.

2cb832  No.15490040

File: 8348cf548064436⋯.jpg (2.51 MB, 2340x4160, 9:16, side.jpg)

File: 6cbf182fce0c4af⋯.jpg (2.4 MB, 2340x4160, 9:16, front.jpg)

Rate the lad. I'm going for a German/Ukrainian/Polish flecktarn infantry outfit.


73c5c7  No.15490112

>>15488796

Sorry, I have a bunch of other things to do. But here is what my plan is: rewriting all of the bad Vulkan code. A few days ago I was setting up stuff for my HUD system, I already had split the piplines from the world-mode and HUD mode a while ago so that was finished, but my friend said that I should only use coordinates in my VBO's for the HUD elements, and that I should have the texture coords be uniforms in a shader. So, I added a new vertex input format for the HUD pipline like so:


vkr->hud_vi_binding = (VkVertexInputBindingDescription){
.inputRate = VK_VERTEX_INPUT_RATE_VERTEX,
.stride = sizeof(vec2_t),
};

vkr->hud_vi_attribs = (VkVertexInputAttributeDescription){
.location = 0,
.format = VK_FORMAT_R32G32_SFLOAT,
.offset = 0,
};

vi_state_info = (VkPipelineVertexInputStateCreateInfo){
.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,
.vertexBindingDescriptionCount = 1,
.pVertexBindingDescriptions = &vkr->hud_vi_binding,
.vertexAttributeDescriptionCount = 1,
.pVertexAttributeDescriptions = &vkr->hud_vi_attribs,
};

res = vkCreateGraphicsPipelines(vkr->device,VK_NULL_HANDLE,1,&pipeline,NULL,&vkr->hud_pipeline);

Then of course I had to make a new descriptor set for this, so I changed the code to add it like this:


VkDescriptorSetLayoutBinding hud_binding = {
.binding = 0,
.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
.descriptorCount = 1,
.stageFlags = VK_SHADER_STAGE_VERTEX_BIT,
};
/*...*/
VkDescriptorSetLayoutCreateInfo desc_layout_3 = {
.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO,
.bindingCount = 1,
.pBindings = &hud_binding,
};
/*...*/
res = vkCreateDescriptorSetLayout(vkr->device, &desc_layout_3, NULL, vkr->desc_list + 2);
if(res != VK_SUCCESS){
longjmp(jump,vkr_error_desc_list);
}

I haven't worked on it since because I am busy right now.


6ab701  No.15490442

File: 0f6500e2a5329d1⋯.webm (8.01 MB, 800x600, 4:3, demo 2018-09-23 11-14-45-….webm)

>>15489032

that only works when you actually have time to tick shit off of the list

todo:

get npcs to sit exactly where i tell them to, not 0.5m away

unfuck first cutscene

add unarmed collider and foot IK to npc creator

add a label for stuff you can read in the world like "press e to kick" while hovering over some signpost


9c4ae2  No.15491263


283984  No.15491367

>>15490040

Soulful expression/10.


f3f26a  No.15491483

>>15490040

draw the naked body on top of the left guy, his neck would be huge and he would have no shoulders.

always draw at least a stick figure to make sure your proportions and positions make sense.


6ab701  No.15491723

File: 15d30baaac46d2f⋯.webm (3.55 MB, 800x600, 4:3, demo 2018-09-23 19-21-26-….webm)

>>15490442

todo:

get npcs to sit exactly where i tell them to, not 0.5m away

unfuck first cutscene

add unarmed collider and foot IK to npc creator

add a label for stuff you can read in the world like "press e to kick" while hovering over some signpost


283984  No.15491882

>>15491723

So how much dark souls influence is there in your game? Player looks hollow.


6ab701  No.15491936

>>15491882

it's absolutely not soulslike

i just tried to copy everything from gothic and then someone slapped ayylium art in it


283984  No.15492052

>>15491936

Anyway it looks great. Love that people pooping tree. Getting interested in the lore.


b348b7  No.15492073

File: 6a8750250246387⋯.png (468.17 KB, 890x529, 890:529, inv_concept_001.png)

File: 44922551bc4c458⋯.png (307.87 KB, 421x525, 421:525, inv_concept_002.png)

That was embarrassing I'm having a hard time deciding on a inventory system for my rpg. Initially I wanted to do it like in Baldur's Gate with 1 item per 1 cell, because it's simple to make and clear, but now I'm thinking about system like in Arcanum/Diablo. I think having bigger sprites for items like armors and stuff, would look neater than just everything being scaled to fit same 40x40px window, plus it adds a tiny bit of realism by having size differences between various items. But on the other hand it limits the capacity for carrying bigger items and I imagine this could be annoying. Which system do you think people would prefer?


bc4a9d  No.15492112

>>15492073

>1 item per 1 cell

that's gay. inventory tetris reigns supreme


6ab701  No.15492139

File: 067703e3b51ea90⋯.mp4 (10.21 MB, 800x600, 4:3, 2018-05-20 12-47-10.mp4)

>>15492073

diablo is objectively better

i do one cell because it was the brainlet thing to do


283984  No.15492179

>>15492073

1 item per cell makes the whole cell system useless. Then you'd just make a item list with a XX/40 statistic for max load.


2e0cdc  No.15492345

File: 90b7303f12e717f⋯.png (76.13 KB, 800x600, 4:3, frills.png)

How to frills? is there a technique for it?


240582  No.15492354

File: 5664b784fe240dd⋯.png (104.7 KB, 384x768, 1:2, godette.png)

I made a godette fan art.


2cb832  No.15492364

>>15492354

Looks really nice.


bc4a9d  No.15492395

>>15492345

I'd use a texture if I were you, this might need too many polygons


6347ca  No.15492458

Invidious embed. Click thumbnail to play.

>>15492073

Make it a physics-based inventory where you can take whatever can physically fit in your bag.


2e0cdc  No.15492471

File: a656cddfbbc5ecc⋯.png (108.42 KB, 800x600, 4:3, frills.png)

>>15492395

I did a quick search, couldn't find any good ones

Anything i find would look flat, do you have good examples?


4697a9  No.15492482

>>15492354

You draw the inner boob as if it's big, but then have almost no boob sticking out of her chest, which makes it look like she has drooping grandma tits.

Left arm (for us, AKA her right) just looks terrible in general, the shoulder is fucked up and everything attached to it is badly proportioned as a result. The pose of the arm is also plain unnatural, especially her hand. Stop trying to hide hands because they're hard to draw.

Head is too far to the right for her body, neck looks weird because of this (plus it's a tad too long). I'd also say the head is a tad too small, she's currently 7 heads tall, should be 5-6.

Her lifted up knee transitions into her hip really badly, as if her leg were broken.

Also clean up some of them lines nigga, especially around her crotch. And pick a better background color, her skin blends in too much *which I think is an attempt by you to hide problems with it**


6cf154  No.15492484

>>15492354

Did you trace?


efabee  No.15492497

>>15492345

Look up "blender rope" tutorials which make use of curves and modifiers and just replace it with your own frill mesh. Once you understand the basic principle, you duplicate and turn the edges of your clothing into curves and then use a modifier to place the frill mesh along those curves to fit your clothing. Afterwards you bake the texture/normalmap of the well placed frills onto your clothing.


2e0cdc  No.15492507

>>15492497

Will look into it, thanks


b7958d  No.15492513

File: 075e8f6f2239f92⋯.png (434.96 KB, 1315x570, 263:114, ClipboardImage.png)

File: a7457386aa455f5⋯.png (593.51 KB, 800x445, 160:89, ClipboardImage.png)

Baby steps. Got a third person camera working and am going to move onto getting a character controller working now.

>>15489708

Honestly watching this is also a pretty good guide for general character modelling. I don't have the file anymore but I made my first model by following this tutorial and it was alright for making a PS2 era /v/-tan model.

>>15492073

It would never be annoying as long as the system is responsive and snappy. People love to figure out how to fit all their shit in their inventory and organize it. Have you ever seen the autism fit that people will throw if they see someone with an unorganized attache case in Resident Evil 4?


240582  No.15492517

>>15492484

>>15492482

I was just trying to make a digital painting and not a colored illustration.

I'm new to making digital paintings.


2cb832  No.15492577

File: b727358e25e7d20⋯.png (29.32 KB, 678x637, 678:637, Screenshot_2018-09-23_11-5….png)

It's coming together really nicely.


b348b7  No.15492580

>>15492112

Do you have any tips or advice for Diablo style inventory? I'm at my third attempt at making it and all I can come up with is spaghetti.

>>15492179

To be honest it was an item list formatted to look like cells.

>>15492139

>>15492513

That's what I suspected. No reason to back down now.

>>15492345

How big are those frills? Take into consideration that players won't be zooming in on them like you're doing in the program. Zig zag strips with texture and normalmap should be enough.


4697a9  No.15492590

>>15492517

What's that have to do with my post? I gave you a very specific list of things that are wrong, and you can fix most of them with very little work.

People learn by fixing mistakes, not by making them.


240582  No.15492611

>>15492590

I'll try to make other digital paintings, but right now I'm like sleepy and need a nap.


2e0cdc  No.15492614

File: 0ba97cbd746b77b⋯.jpg (157.32 KB, 1280x720, 16:9, rorona frills.jpg)

File: 7d1d69a85ce8698⋯.jpg (123.23 KB, 1280x720, 16:9, totori frills.jpg)

>>15492580

Yeah i have been looking for screenshots on Atelier games, i was sure the frills where modeled, but now that i look they are all textures on flat surface

I will make them just textures then


efabee  No.15492713

>>15492614

Yep, they're baked textures + alpha/transparency maps on the edges to make it appear 3d.

If you wonder how characters were made in a certain game, see if you can find it on "models-resource.com" and study how the developers did it.


d304ab  No.15492714

>>15487625

Standard argument forwarding in C++. What is there that you find confusing?


2e0cdc  No.15492888

File: e9f38dc45b84f30⋯.png (205.87 KB, 800x600, 4:3, two layers.png)

Made it two layers of frills (will texture it later), now need add more details and make the shape keys and rig it

It has been a while since i made a shape key, do we make them after or before rigging?


2cb832  No.15492892

File: 0f505c20f16a434⋯.png (215.9 KB, 463x666, 463:666, Screenshot_2018-09-23_12-3….png)

Any proportion problems?


2e0cdc  No.15492900

>>15492892

legs are super short


2cb832  No.15492905

>>15492900

Still short with feet?


2cb832  No.15492913

File: 77b381dd3453d31⋯.png (16.58 KB, 346x346, 1:1, upskirt.png)

>>15492905

It's a winter coat so his legs go into the skirt.


2e0cdc  No.15492915

File: 71831b1dad59d89⋯.png (29.42 KB, 815x428, 815:428, ec980490d971a513a0cf30752d….png)

File: f2ad066344e7c8d⋯.jpg (61.19 KB, 719x973, 719:973, fem topology2.jpg)

File: a4ab21a152e4164⋯.jpg (48.85 KB, 736x807, 736:807, fem topology1.jpg)

File: 199a5a2bb46a8c9⋯.jpg (56.51 KB, 590x652, 295:326, e5a54e92bb72dc60c68eface7e….jpg)

>>15492905

yes, also the topology is really bad, here use these references


2cb832  No.15492925

>>15492915

Ok, so then should I start over?

How do I get good topology?


2e0cdc  No.15492940


2cb832  No.15492947

>>15492940

I understand the benefits, but how do I apply them to my model?


b348b7  No.15492949

>>15492925

I'd say skip good topology for now, because it'll only slow you down since you're still learning to model. Focus on one thing which is making a rough model that has good proportions. You can always retopologize later, when you're done. Use photos as references to get good proportions.


cfd573  No.15492960

File: f45360539f3cd5a⋯.png (224.33 KB, 783x791, 783:791, manbatbird.png)

Working on a new boss


2cb832  No.15492966

YouTube embed. Click thumbnail to play.

>>15492949

I did base my drawing off of existing photos.

Are you talking about personal photos of myself or other proper real world examples?

Are there any good tutorials out there for this stuff? I'm trying to go for an anime-ish style and I've been following this.


2e0cdc  No.15492981

File: a769e3560a88a0c⋯.jpg (Spoiler Image, 58.11 KB, 502x502, 1:1, spooky spider.jpg)

>>15492947

It is hard to explain, Try looking at anatomy and trying to mimic the way muscles are arranged, try to not use any faces that are not rectangles, triangles or faces with more 4 vertices do not deform well

But as >>15492949 said this will take quite a while to learn

>>15492960

2 spooky


d441b8  No.15492992

File: 655ebbd92ea8914⋯.png (832.01 KB, 1055x591, 1055:591, tree.png)

How do I do this tree effect on blender? The leaves of this tree are just two squares with sprites intersecting each other, but they are not oriented like the hair particle system on blender, they are just floating far from branches and they give some impression of volume, how can I do something like this aside from doing it manually?

>>15492073

Depends if you think that inventory management is a fun thing. I'm personally very neutral on it, nobody has really improved the system over the years and it starts to get old. I agree with the other anon though, 1 item per cell makes it pointless and would be better to just use a list unless you have some interesting UI utility ideas like resizing inventory window like in morrowind.

My personal system is a "slot" list with size restrictions, you have another inventory that fits everything else but it takes some time to use it and leaves you vulnerable while using it, turning it into a gameplay element instead of just another simplified copy of tetris.

>>15492354

Saggy boobs, right thigh is weird and pointy


d304ab  No.15493012

>>15492577

No? Your edge loops zig-zag too much, you have too many non-quads, many of the ones you have aren’t planar and never will be, you have detail where it’s not needed and lack detail where it is needed. You’ll have a bad time both unwrapping and rigging. It will never deform well. Please look at topology references and watch a lot of speed modeling videos.


6347ca  No.15493050

File: e3478bf2d4c114f⋯.png (2.59 MB, 1800x1913, 1800:1913, ClipboardImage.png)

File: b1679b66f7ac067⋯.mp4 (12.33 MB, 1024x600, 128:75, car.mp4)

Messing about with vehicle nodes in Godot. Takes a lot of tweaking to get right. Map is from sketchfab.

>>15492471

Actually, you could make your own texture. Just apply a regular cloth texture to the model and render it out with an orthographic camera. Then you can bake normal and ambient occlusion maps.

>>15492892

The whole body is too small, pic related.

>>15492960

Give it two heads and necks and make them twist around each other.

>>15492992

Make a sphere and deform it such that it roughly fits the layout of your branches, then duplicate and scale it inwards. Then apply a particle system to the faces of the object. You can use the jitter to space it out randomly, it should give you a good start.


cfd573  No.15493119

>>15493050

>Give it two heads and necks and make them twist around each other.

wish I could do something like this but i'm at a point where I have to simplify everything otherwise the games never getting done


2e0cdc  No.15493173

File: 9ebcd37b118b2cd⋯.png (219.76 KB, 800x600, 4:3, riboon.png)

I wanna put a ribbon here in the middle, but i can`t find a good place for it.


2e0cdc  No.15493208

File: ed34fc8ae791396⋯.png (205.1 KB, 800x600, 4:3, ribbon2.png)

or like this?


b67373  No.15493232

File: 1f7f5c1eb3ccd5a⋯.jpg (135.94 KB, 941x1363, 941:1363, corset1.jpg)

File: 2751b43e1fdb0d2⋯.jpg (107.81 KB, 1010x1010, 1:1, corset2.jpg)

File: 2a392c090dd71dd⋯.jpg (21.87 KB, 425x425, 1:1, corset3.jpg)

File: c5a52ceb07e4125⋯.jpg (45.54 KB, 428x470, 214:235, corset4.jpg)

>>15493208

Always look up reference, my dude. I am assuming that this is some type of corset so I picked out some quick startpage results.

Anyway, the second one looks better if you ask me.


2cb832  No.15493280

File: 745b15414598ddd⋯.png (433.87 KB, 713x837, 23:27, step1.png)

Ok, I have all my reference pictures aligned and I have my mirror modifier set. What should be my next steps?


b67373  No.15493491

YouTube embed. Click thumbnail to play.

>>15493280

This is a very basic and simple tutorial on rough character design.

It did help me out.


9e19de  No.15493653

File: 73b89723a0b8848⋯.png (21.71 KB, 375x263, 375:263, 1.PNG)

>>15484974

>Literally what i did

Oh good. Now just slap on a solidify modifier and turn on Only Rim. You want your verts to be farther out than the underlying skin.

>>15492345

Play around with checker deselect to select evrey 3rd or 2nd vert and scale from individual origins. You could do the rope method with curves and then merge but it's a lot more finnicky and slower to get right.


b7958d  No.15493727

>Have character controller made

>Can't figure out how to make the character turn with the camera (when I get back to it tomorrow I'll probably make the character's y-axis rotation equal to the camera's)

>Character starts turning infinitely if it hits at an angle or while turning

Why is scripting for a camera so much easier than scripting a character controller?


933f69  No.15494312

If I wanted to make something on the build engine, how should I get started? Granted it doesn't have to be the build engine specifically, but I always wanted to try and make something like Duke or Blood with sprite enemies in 3D environments.


73c5c7  No.15494358

>>15494312

You can see all of Ken Silverman's resources for BUILD on his website:

http://advsys.net/ken/build.htm

http://advsys.net/ken/buildsrc/default.htm

That should have everything you need to make a new game using BUILD.


933f69  No.15494388

>>15494358

Thank you anon.


d441b8  No.15494626

File: cc8fa3b64b6a057⋯.png (1.84 MB, 1305x995, 261:199, tree 4.4.png)

File: 518f978e5f33cae⋯.png (2.37 MB, 1879x779, 1879:779, tree gen.png)

>>15493050

>Make a sphere and deform it such that it roughly fits the layout of your branches, then duplicate and scale it inwards. Then apply a particle system to the faces of the object. You can use the jitter to space it out randomly, it should give you a good start.

That's a good idea, I will try it later, for now I managed to make it partially work by making it an emitter instead of a hair system. It still lacks some volume, I will use your suggestion for that.

Things have been progressing, although a slower this time. I gotta repaint the weights so the branches don't spawn inside the tree, there's more than a few in there. I also gotta improve the quality of those branches and understand what the hell is going on with the shading on them, maybe I should subdivide them since every branch is a square with only 4 vertices and no subdivision. I gotta watch for the number of vertices though, the tree body is on 400 but the branches increase them to 2k.


fcdee8  No.15495702

>>15488488

I dont understand why blendshapes wouldnt work. Blendshapes have nothing to do with the rig.


2cb832  No.15495736

File: 5b73f33ea463897⋯.png (391.43 KB, 633x830, 633:830, better I think.png)

>>15493491

Thanks. I started over and I'm following his tutorial closely. Is this better?


2cb832  No.15495798

File: 21a668a0e9e6133⋯.png (38.03 KB, 333x718, 333:718, thigg :DD.png)

File: d0dbf6b330d4d7a⋯.png (12.7 KB, 333x718, 333:718, Screenshot_2018-09-23_19-5….png)




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