c9d9b8 No.15501773
3d was supposed to be easier 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: >>15473907
Announcements
>QUARTERLY DEMO DAY SCHEDULED FOR November 11th
>Please contribute to the wiki if you can
482979 No.15501783
Alright lads, so when will video game graphics finally surpass real life?
1a3139 No.15501786
>>15501783
Real life has a shitty artstyle
c9d9b8 No.15501787
reposting since i realized too late that the last thread was at page 14
someone on demoday complained that all the UI looked the same, especially the dialogue
taking stuff from opengameart, i think it looks better
not sure about the font, but it's probably an improvement over arial
482979 No.15501791
>>15501786
great framerates though
e8b47b No.15501810
>>15501791
How can you tell? You can't perceive life at greater than 24 fps
482979 No.15501815
>>15501810
Its hard to tell anyways considering life runs at 1080p at most
2aad26 No.15501825
I bought the current gamedev humble book bundle.
I can upload it if you guys want.
e8b47b No.15501826
Here's an idea I've had for about a week
>Warpath '98 meets HoMM3 meets FTL
>Basically a turn-based 4X game in space where you colonize planets, trade, and upgrade your ship
>Except if you enter the same tile or attack something, the fight is like FTL and played in realtime (no pause button)
>Looting the enemy ship gives you all their cargo, plus common supplies, and maybe a tech bonus from their race
>Release date: never
3f2d07 No.15501835
>>15501825
If it's any good then yeah.
f224f7 No.15501837
Continuing
>>15501658
>its rather common just to avoid having the arms bend that much
That's complete horse shit. The modelling and rigging department never make gameplay calls for simple things like this. "Oh sorry your game can't have that because we are going to model the rest pose with the arms straight down and it will look bad".
>when was the last time you saw a guy with his had reaching strait up in a video game?
How about every game that features climbing which is like almost every single AAA game. Even with shooters that looks like it will destroy the shoulders when they aim up. Doesn't have to be straight up either. Past 90 degrees you run into orthogonal deformations. It's not even A-pose. It's "arms straight down pose".
2aad26 No.15501843
>>15501835
https://www.humblebundle.com/books/game-development-books
You tell me. also the charity involved isn't fucking cancer like the ACLU they've started supporting
1a3139 No.15501859
>>15501791
Yeah but the controls are unresponsive and suck
3f2d07 No.15501870
>>15501843
Post what you have.
6d56cc No.15501902
>>15501893
>extensions hidden
Disgraceful.
3f2d07 No.15501907
>>15501893
Zip them and put them in a mega.nz then share the link.
3f2d07 No.15501942
>>15501837
Can you show some examples of the better way to do it?
2aad26 No.15501946
>>15501902
I've been meaning to personalize my windows a lot more as it is a recent installation on this rig, thanks for the reminder. Recently found out that there still isn't a proper dark theme on windows file explorer without sacrificing stability in one way or another. Really kills me inside.
>>15501907
Here you go
https://mega.nz/#F!RWRRXLSS!wx9J9u3p4IipS9Fng35lgw
Didn't want to go through the trouble of re-uploading it as a zip. I had already uploaded it for a friend. You can just download it as a zip
6bc916 No.15501951
Ok, so I thickened up the arms and reduced the stomach size.
A complaint I get is to many edge loops. I had to do a lot of edge loops to do the fingers and the head. I understand that quads are the best for topology because they deform the easiest, but if I want to reduce the edge loops I would have to merge some vertices together, leaving some triangle meshes.
What should I do?
c9d9b8 No.15501952
>>15501951
>I had to do a lot of edge loops to do the fingers and the head
you could just split that quads in question rather than make a whole edge loop
6bc916 No.15501955
>>15501952
1. How could I do that?
2. The edge loops are already made. How would I reduce them automatically?
Like a desubdivide if you will.
3f2d07 No.15501959
c9d9b8 No.15501963
>>15501955
>1. How could I do that?
select the quad and subdivide/extrude
and i'm sure there was a way to connect two edges other than edge loops, but i can't remember, i don't use blender
8ebb9e No.15501964
>>15501773
How do you get ideas, fellow /agdg/ers?
c9d9b8 No.15501965
>>15501964
steal everything you see/hear
767b1f No.15501967
>>15501964
>play game
>get frustrated at shit design decisions
>want to make a game like it except without the shit
8ebb9e No.15501968
>>15501965
Ah, I see, the ol' INSPIRED BY switcheroo
f224f7 No.15502062
Working on more donut logic. First vid is my unfinished logic so far. Ran into a funny bug on video 2.
>>15501942
(Images 1-3). Nearly every single image I've seen for reference rest poses have recommended to raise the arms. Of course you are right in that context matters, if your character isn't going to raise his arms, then don't worry about it. From what I have garnered modeling for the past year and a half, artists prefer A-pose over T-pose because you can get a lot more sculpted detail on the armpits. If the arms are thrown down completely like that old pic, you run into issues such as UV distortion and a MESS of weight painting. Shoulders are hard as fuck. They are easily my hardest body part to get proper deformations. The important thing is to get a ring that raises the delts and points upwards at the ends like pics related. That way the mesh is already prepared to raise it's arms.
4bba38 No.15502070
>>15502062
>That skirt clipping
lewd. I thought she was wearing red underwear.
39188f No.15502071
>>15502062
>Team Shinobu's blasting off agaaaaain
>hair kinda makes a star shape when she disappears
767b1f No.15502075
>>15502062
Make her jump and grab it if you hold it high
8ae1d4 No.15502081
>>15501787
Lunar alien is progressing nicely.
f224f7 No.15502085
>>15502075
Yeah that's coming next. I already have the asset for it. Old vid:
87378f No.15502089
>>15502062
there's something funny about this title. I really like it
21956d No.15502317
>>15501951
Shit like this.
Red dots are vertices.
170720 No.15502333
>>15502085
I'm coming into this thread just to ask the obvious question that's probably already been asked
will you _ Her
ef9b70 No.15502338
What ever happened to Bavarian Scout Ranger?
21956d No.15502339
>>15501951
Also you only need a base of 8 vertices for legs and arms and put them all the way down till they split at the hands and feet.
Here, have a more indepth image from the depths of my computer for the merging of faces n shit..
87378f No.15502351
>>15502338
GDI has been busy, doesn't have tome to work on game but he's still alive. dropped by the disagreement channel recently.
ef9b70 No.15502352
>>15501810
>How can you tell? You can't perceive life at greater than 24 fps
wot
According to the lab at the U of MN I can see and react to around 122fps. In the CRT days I used to run my monitors at 120hz and when competitive gaming used to turn all graphics settings to low to try to get 100+ fps.
I've seen youtube videos breaking down the amount of information differences between different frame rates at different resolutions. The bottom line is you're wrong, and humans can see well beyond 24fps. What you are thinking is that film technology chose 24fps because it's run by cheap fucking jews and 24fps is the lowest you can use before it looks janky and destroys all immersion.
ef9b70 No.15502354
>>15502351
Sweet, you by any chance have the "trailer" video with music? I can only find one vid on jewtube and it's missing the music and 1v1 fight
87378f No.15502369
13d19e No.15502380
>>15502352
That's an elaborate way to say "I'm new"
74205a No.15502651
anyone got a clue why my normals are wrong?
they look fine with the standard material, so i'm sure it has something to do with the triplanar stuff
https://pastebin.com/Gj6bR9YB
01ea25 No.15502697
If you were to make a free game that contained no ads, but instead had a cryptocurrency miner, and you were completely up front about that fact and gave an option to turn it off, would it be ethical?
0b1252 No.15502708
>>15502697
Maybe if it were turned off from the very start but people could enable it it they wanted.
If it's already running when the game is installed I'd say no.
13d19e No.15502753
>>15502697
I think so, as long as you make it very plain that it's in there. It's just a different payment model essentially. Getting it to run in a way that didn't interfere with the game itself might take some effort.
ef9b70 No.15502802
>>15502369
thx it was that demo day trailer i was looking for. re-encoding for the webm thread
74205a No.15502899
how to level design 101
how the fuck do i populate a wasteland, i can't even put trees here
0560ea No.15502922
>>15502899
>how the fuck do i populate a wasteland
Mutants that are a result of failed science experimentation, which doesn't involve with radiation.
74205a No.15502955
>>15502922
>mutants
>science
but this is supposed to be a fantasy
0560ea No.15502964
>>15502955
Then replace scientist with wizards or uh techno wizards, and replace fantasy with techno-fantasy. Problems weren't.
ea1d4e No.15502972
>>15502899
Just put dead shit everywhere.
7ff9a7 No.15502977
>>15502899
Depends on your setting. You say that it's fantasy, is it a wasteland as in a desert? You can add cacti and the occasional oasis with palms and small patches of grass and other plant life. Some partly hidden buildings under the sands. Big dunes to make it less flat. Fantasy versions of typical desert creatures.
7adf74 No.15503023
f50dfe No.15503044
>>15502899
big rocks, small rocks, all kind of rocks everywhere, also caves, half caves and sinkholes
382b9a No.15503049
>>15502062
Make her beg for it
59aee9 No.15503075
>>15502899
>level design 101
It's called "put the thing you want to design into a search engine"
Dead shrubs, gravel/stone, cracks on the ground, earth that has shifted around, dried rivers, rock formations, ravines, caves… What kind of wasteland, is it a wasteland because it got shrecked in the past? In that case put hints/fragments of what was there.
7adf74 No.15503122
Hey guys I'm coming back to this thread and gamedev after a long break (2 years)
Anyway I'm making a total war clone with greek, norse and egyptian mythology
The story is basically that the gods are sick of the presence of other religions and decide to directly take control of their worshippers to wipe out the other religions and gods.
Anyway I'm struggling to think of a good name for this game
currently the name is "war of the gods" but i'm not too happy with this name
i was thinking maybe divine war or divine warfare but those aren't too great either
i was thinking about maybe using some foreign word like something greek or latin but i couldn't find anything that sounded good.
anyone have any better ideas
ea1d4e No.15503165
>>15503122
What about Age of Mythology?
65eaa3 No.15503329
If Shodanon is here - how do you check which cells the item is over, when you're holding it, to color the cells according the whether they're free or not?
I'm using raycasts, looking for gameobject with a specific script, shooting from the middle of each cell that makes up the item size.
13d19e No.15503354
>>15503329
Isn't square to square collision detection relatively easy? Why cast rays?
59aee9 No.15503370
>>15503329
>cast rays
>to check inventory grid cells
65eaa3 No.15503389
>>15503354
>>15503370
It just works I use raycasts because that's the first thing that came to my mind. Are they that bad?
c0b265 No.15503438
>>15503389
It just seems horribly inefficient.
59aee9 No.15503442
>>15503389
I just don't understand why you would come up with the idea of using raycasting for the problem of "check if grid cells are occupied". You just find the top left cell based on item position/size, then loop itemwidth*itemheight tiles and check each one. It's not even a mathematical problem.
431f92 No.15503490
>>15502651
Are you sure the normals are right? Make a shader that writes the normal to the fragment color to verify, both pre and post transform. Triplanar works by using the normal to blend between 3 textures, right? Use the sample weights as fragment color. Write the uv coords to color. Blend between three identical textures. Use an uv texture. Try to identify if it’s an artifact appearing at the texture edges. Try disable mip-maps/anisotropic filtering or texture filtering in general.
65eaa3 No.15503496
>>15503442
I prefer to protype things as quickly as possible, even by shittiest means possible and remake them later when I find a better solution like the one you just said, thanks.
74205a No.15503501
>>15503490
nah, i toggled generate lightmap uvs and when i started baking the lightmaps it fixed itself
e8b47b No.15503528
>>15503442
Rather than checking each cell, couldn't you use quadtrees to check occupancy? I know that's probably overkill for an inventory grid
be9219 No.15503547
is speedev the only person (besides Notch) to ever come out of /agdg/ and make a fun game?
5c65fb No.15503582
Got lazy, really didn't want to refactor code. Working on that and the Godot cheat sheet today: http://8agdg.wikidot.com/gdscript-cheat-sheet
I put a code example in there so far, still no idea how to just do a white-space line so I can better space out the information better.
e8b47b No.15503583
>>15503547
I've heard Xenoraptor was alright. Risk of Rain as well.
But I don't think those anons migrated over
59aee9 No.15503602
>>15503528
If you need quadtrees then that's a sign of your inventory system being shit. Assuming your inventory system marks each occupied tile somehow (instead of just having items in some list), then quadtrees shouldn't give any benefit no matter what size the inventory is.
>>15503547
>Notch
>make a fun game
There's some from 4chan, for example Cavern Kings and Deadbolt. I'm sure there's plenty more but I don't go there anymore.
39188f No.15503607
>>15503389
It's like using a jackhammer to drill a hole in the wall; it technically works, but it's using considerably too much power.
You just clamp the tile you're currently over, give every item an array of offsets they cover, and check all of those to see if they're occupied.
>>15503528
That's computationally more expensive while providing no benefit. Quadtrees are to get subsets to perform checks against "every other thing" less.
>>15503547
I had fun with Shinobudev's wedding.
f2348f No.15503610
e8b47b No.15503613
>>15503607
>>15503602
Yeah but the same concept applies, doesn't it? Like instead of an inventory, if you had a 256x256 map in an RTS game and a unit occupied a 2x2 tile region or something. Does it not just filter down into checking individual 1x1 areas anyways?
59aee9 No.15503640
>>15503613
I'm not sure what benefit you're looking for. For tile based systems you can just check the tiles directly for most things, that's very fast and simple operation compared to managing a quadtree or similar system and searching through it.
39188f No.15503652
>>15503613
>Does it not just filter down into checking individual 1x1 areas anyways?
Only in the worst case, which means you shouldn't have used quadtrees for that particular problem.
But really, just use arrays for this particular problem. You have a small grid, boolean checks at O(1), you're not going to be able to speed that up.
74205a No.15503805
>>15503762
actually looks a lot better with shadows turned on
kind of a waste of time lightmapping this, i don't think this place is supposed to have anything this big
56fe39 No.15504013
the guy that posted his rifle model and questioned my unrelenting N-gon hate…
>Would an N-gon like that just be fixed by using a bunch of triangles converging on the center of the cap?
yes and no if you want a sculpt able surface (one that subdivides well) you want to keep those quads involved. but blender and maya will automatically make triangles out of everything including your n-gon but if you are the one to break it up you get more control over the topology rather than blender making the call for you and then sometimes changing its mind on what you want it to actually do but i guess you might have had some trouble texturing that n-gon right?
but again i would just avoid planes that have some dozen edges. and that part of the rifle should be a bit rounded if i am not mistaken but if you really need that flat face for a barrel or some cylinder then yea i would make sure to break it up properly and pick a topology that fits my needs, probably a point in the middle for a interior of a riffle barrel and vertical quads for a wood barrel so i could have a nice flat bit to texture a logo onto.
>tldr if you don't pick how to break up your model into triangles blender/maya will pick for you and blender/maya is fucking retarded at times.
453aa4 No.15504018
>>15503165
well it does take a lot of inspiration from age of mythology maybe i could combine total war and aom somehow
war of mythology
total mythology
mythology war
age of total war
i do have to worry about copyright/trademarks though
if not i would just go with mythology total war.
9f68d9 No.15504033
Finally finished this god damn slider
Having to do this for every chest piece is painful
e8b47b No.15504093
>>15504018
Age of Total Mythology Wars (now on Apple Store for mobile)
edefcc No.15504150
>>15502899
Giant bones of an ancient beast.
>>15504093
Grand Theft of Mythology Wars V
136703 No.15504198
>>15504033
I better be able to squeeze those and make a HONK noise.
3f2d07 No.15504210
>>15504013
Thanks for the information.
9f68d9 No.15504246
>>15504198
Sorry to disappoint, this is not a porn game
136703 No.15504251
>>15504246
Nothing pornographic about honking some funbags.
9f68d9 No.15504290
Ass slider is ready. It's purpose is to let us have children in the game, which most often don't have massive asses (Dragon Maid loli is an exception).
Soon there will be more sliders. Those work in runtime, but currently will fuck up when animating because I need the bone base rotation, which I am not saving for now, as I am using the current rotation, which is the correct one only when the character is in T pose, the character animates correctly if the slider changes are made in edit mode.
The best part of the system, is that if we configure it right, we can have characters grow over the years, or even instantly, if we so wish (after some fixes to the system).
This is done by changing the bones directly in the mesh data, so we will have one instance of the mesh for each female and each piece of cloth, but it takes no extra processing after it's done. I might take advantage of the system (since it is already changing every single attached skinned mesh) to fuse all clothing and the character into the same skinned mesh for further optimizations)
The ass enlarger is butt a byproduct of the system, which is why it looks so fucking bad, since it's trivial to enable the slider to go to -1.
One thing I don't know is if I should let everything below the knee shrink with the tights or not
65eaa3 No.15504330
>>15504290
>should let everything below the knee shrink with the tights or not
It should be a gradient, so to speak. The further from the ass the the smaller the effect of the slider At the level of feet and ankles the effect should be 0 because these parts don't accumulate noticeable fat unless planet size is approached.
34852b No.15504346
blogpost
24 hours without electricity and the surge fried the furnace and 3 protector outlets when it turned back on. fuck my life
>>15503329
>I'm using raycasts
what engine are you using? how do display the gui elements?
because >>15503438 this is true
as I wrote previously, simply use arrays.
In the case in you screenshot you are using what I'm assuming a 10x6 grid. That's an array of 60 objects (whatever you prefer, be it bool, an int representing the item instance or a direct reference to the gameobject).
Your cursor is currently hovering over grid 3x2. In the array that's 3+10*y-1(accounting for array starting at 0), which gives us position 12.
Your item size is 4x3.
This means you only need to check grids between 12 and 15, 22 and 25, 32 and 35. A simple for loop will do that for you. 12 iterations, not too taxing on the processor.
For performance reasons it would be preferable if this triggered only when entering the bounds of a grid and not continuously. In Unity I use its grid layout group component and have Pointer Enter event triggers set up for each cell within the grid that runs the script that checks for availability.
>>15503547
review demo day entries. loads of fun to be found there.
65eaa3 No.15504542
>>15504346
Thanks for such detailed posts. I'm working with Unity.
Currently I'm using a 2d array for storing info about items in the inventory, is 1d array, like you described, much better?
56fe39 No.15504554
>>15504290
>tfw someone does something you where trying to to better than you could do it, and they are just slapping it on as another feature
39188f No.15504655
>>15504033
What does the "Very Important" slider do?
>>15504542
2D array is almost (but not quite, depending on the language) the same thing under the hood, just with automatic access of element [x + y * width]. Technically it is a tiny bit slower in Unity, but for that to be noticeable you have to be using some pretty massive arrays and using them a lot of times per frame. Only optimize when needed, unless your solution is noticeably bad. Which I'd say using raycasts for a menu kinda is
e8b47b No.15504679
>>15504655
>Only a little slower
Actually this is something I've done a fair bit with my own engine. Every array I use is never exposed as a property, since that forces every read/write/compare function to suddenly gain the overhead of a method call.
I also use mutable structs with references here and there, too :^)
f50dfe No.15504773
>>15503602
deadbolt guy has a thread here
8516fc No.15504790
>>15504655
>Which I'd say using raycasts for a menu kinda is
Not with RTX™!!
e8b47b No.15505049
Needed to do another code cleanup to make sure things are consistent. I moved a bunch of generic draw calls to render the UI into actual Control objects, but they do not do anything yet.
I have a ControlContext class that acts as the root for a group of otherwise unrelated controls. The context stores Cursors and Controls, as well as settings and render styles. My goal is to keep Controls as strictly logical and then associate them with a render style for the drawing information. It is event based, and I have the handlers set up, but I'm not sure how I should handle state changes (eg so when the mouse Cursor enters/leaves and area the color changes (I suppose the best way here is to write to a draw state object or something)).
280fb2 No.15505210
280fb2 No.15505258
>>15502352
He's joking anon. The "you can't see over 24 fps" meme came from a response to people criticizing a low frame rate in a videogamrme.
9957af No.15505385
8516fc No.15506080
>>15501946
Anon I thank your generosity but could you please use anything other than mega? They have max daily DL quotas.
2aad26 No.15506102
>>15506080
Wanna point me towards a better service? I've used mega for a while and never hit any download caps.
e8b47b No.15506302
>>15506102
Isn't Vola good?
2aad26 No.15506308
>>15506302
Are you making a subtle sink joke.
e8b47b No.15506315
>>15506308
No, I am legitimately recommending Volafile because I've seen it used in share threads and have never had an issue with it
2aad26 No.15506323
>>15506315
Sure, I'll leave a zip of the books on there tomorrow and post a link if you want me to.
9bdb5b No.15506446
>>15506102
try https://www.filemail.com, it's good for threads like these as there's a limit and it can host up to >10gb files
You can also torrent from it
8516fc No.15507301
>>15506102
Had no problem's with the other anon's filemail.com
74dfe6 No.15508153
Is there any paper/project which describes a game in a generic way by defining rules and the engine making sense of them?
something like:
- you can attack or do nothing if it's your turn
- you can only attack if you have a weapon
- if you're stunned you can't attack
- …
and the engine automatically converting them to the appropriate code.
I'm trying to translate ttrpg mechanics which has tons of states, flags and special cases it's really painful to code to begin with only to find that there are more extra rules which affects multiple states and you need to readjust everything.
I think callbacks may be the answer for it, so far I'm using a set of enums for possible actions which is filtered by a lot of functions, but then I've found out that I need to pass a lot of arguments and deal with exception cases it became confusing.
9bdb5b No.15508274
>>15508153
I had the same issue as you and you don't actually need to use state machines. Some anon here early suggested to use the remainder to evaluate turns, so:
if (round%2==1)
playerTurn();
else
enemyTurn();
a01b2b No.15508301
>>15508153
There are libraries that make state machines easy to define, it sounds like that could be the direction youre interested in going?
9bdb5b No.15508436
>>15508274
Be sure to increment the round/turn when you're done.
74dfe6 No.15508478
>>15508274
It's not about choosing turns, it's about the whole set of rules, you can have rules like "if you use this technique you can only move up to half your maximum movement and your skill is capped at X after applying all the modifiers, but only if you have Y and don't have Z", and the worst of all is that I need to make an AI for it.
>>15508301
I find state machines confusing the way they code them, specifically transition, I'm also looking into event systems.
a01b2b No.15509145
>>15508478
I'd be interested to hear whatever solution you settle on
9f68d9 No.15509178
Now to rig and make the shape keys for this jacket, i like the window it gives her chest, then i will add a small cape and a pendant with a big gem between the boobs
34852b No.15509703
I didn't forget about you. I just didn't have a chance to record this
074f32 No.15509852
just need to do the skull now
9f68d9 No.15510742
>>15509703
very nice
>>15509852
very spooky
2aad26 No.15511128
0b1252 No.15511791
>>15511128
>almost 9 gig and it's already a zip
c9d9b8 No.15511822
>unity collab loses link to project ID and i can't upload without one
>can't change it unless i make a new one
>redownload project
>lightmaps are gone/fucked
wow
34852b No.15511986
Dynamic occlusion looks pretty cool in preview
d236d4 No.15512219
I'm starting to realize that if you have a very old system, it's easier to rewrite it from scratch than try to refactor it.
e88d9c No.15512243
>>15508478
I searched for ”computer rule system” and got a bunch of relevant results. Here are some free keywords for you to research:
>rule-based system
>logic programming
>expert system
>prolog
>lisp
170720 No.15512279
>>15504246
You make me sad anon
7c0b23 No.15512321
>>15504986
Took me a bit to understand what the fuck was going on, but then I saw the light.
9f68d9 No.15512355
>>15512279
You will find true happiness in a pure marriage with the waifus i will create anon, you don't need to feed these carnal desires
And if we can develop the tech there will be procedural children that age, we got some ideas on how to implement it
6090e9 No.15512554
>>15504986
Add a bit more curves and you'll certainly please every 絶対領域 connoisseur.
db184e No.15512588
>>15512243
Those are not particularly helpful
170720 No.15512595
>>15512355
I'm down for pure marriage,you have my hopes for your game skyrocketed again
9f68d9 No.15512644
>>15512554
i tried that when i was making the shape key, it looked too bloated
>>15512595
I will make sure you have a hard time choosing the which to marry
Harem route will be possible only for a few of them like the slutty Elf
c0b265 No.15512667
>>15512644
>Harem route will be possible
26503b No.15512710
db184e No.15512780
>>15512644
I thought elves were supposed to be healers, you'd think they would cure that bitch's scoliosis
b059b4 No.15512807
angel model done, next is rigging and will make my first twitter bait.
ed0dcf No.15512826
>>15512644
I usually don't want to be 'that guy', but what the fuck is that anatomy?
74205a No.15512840
>>15512807
>rigging
>not in t-pose
nigger what are you doing
b059b4 No.15512846
>>15512840
that's how the reference from google images was.
8516fc No.15512908
>>15511128
Thanks anon.
>>15512826
Torso is fine, lower back is broken.
9f68d9 No.15513087
>>15512826
Whats wrong with it?
f38cd0 No.15513410
>>15512243
Most of the articles are really confusing, they're either about math related logic or functional programming, the event system also proved to be annoying, you need to know what kind of variables do you need and a way to sort things based on priority, designing your functions only to find that "rule XX: your attack is capped if Y event happens" will now have you passing an extra variable to define the cap.
I moved to metaprogramming, instead of defining the function before hand and having to deal with it becoming a gigantic function, I can just do something like "add this check to X function with a priority of Y" from anywhere and the function will be updated without looking into it, so far it looks like the best way and it will be the fastest.
d0d904 No.15513444
>>15502062
Where can I follow development anon and what's the name of the game?
9f68d9 No.15513464
>>15513444
>>>/agdg/30078
He is very active in there, he should answer questions if you have any
b059b4 No.15513611
Should I make a cookie clicker but about white genocide???
9f68d9 No.15513620
>>15513611
We aren't going to stop you
74205a No.15513642
>>15513611
shekel clicker kind of already exists
0560ea No.15513655
>>15513642
There hasn't been any new update to this mod for ages.
74205a No.15513717
>>15513655
it's an idle game, you can't exactly innovate, as far as i can tell it looks complete
0560ea No.15513738
>>15513717
> as far as i can tell it looks complete
Nyet tovarish, there is a lot of strings and description that are missing replacements and not all sprites got replaced.
d0d904 No.15513874
>>15513464
I just want to keep track of the game and download it when it comes out instead of forgetting about it. Looks like immense fun.
74205a No.15513905
>>15513874
>when it comes out
d0d904 No.15513914
>>15513905
Or hunt down anon, whichever.
0b1252 No.15513924
>>15513891
>>15513905
You okay there, lad?
34852b No.15513929
>>15513914
if you want to be spoonfed updates:
https://www.patreon.com/sgthale
if you want to meet shinobu in very early stages:
https://www.patreon.com/posts/20627261
74205a No.15513932
>>15513924
i got it wrong the first time
no bully
65eaa3 No.15514172
This time with 0 raycasts and less spaghetti.
170720 No.15514181
>>15512644
Do you have a twitter or something i can follow you on? waifu anon?
e8b47b No.15514186
>>15514172
>Splats are only visible if not occupied by an item (or at least centered on the "group" and looks just fine)
>Plenty of room to see the background color
>Yellow, which indicates swap, or red which is invalid
See, even PoE fucked this up
e8b47b No.15514187
>>15514186
Sorry, this is a compliment if it wasn't clear, it looks great
34852b No.15514206
>>15514172
hell yeah, my dude! Great job. now I'm anxious you might have less bloat than me thanks for playing the demo, btw. if you have any thoughts you'd like to share, please give 'em to me
>>15514181
https://fablesoflaetus.com/
>>>/agdg/30488
9f68d9 No.15514229
>>15514181
After GG pratically died my twitter has been just for retweeting lewds, shitposting and degeneracy
like anon said >>15514206 this is where you find more updates, i make a report every friday on that devblog.
34852b No.15514253
Soundcloud embed. Click thumbnail to play.
>>15512710
my brother's original OST
170720 No.15514255
>>15514229
But i like shitposting lewds and degeneracy
119c66 No.15514266
YouTube embed. Click thumbnail to play.
>>15514253
He should make some dungeon synth
bd7f75 No.15514295
>>15514253
I can hear DF influences. Really comfy.
Maybe he should reduce the effects on the bass a little.
34852b No.15514353
Soundcloud embed. Click thumbnail to play.
>>15514266
I'm sure he'll love this album but he's 100% a guitar guy so he likely wouldn't be able to emulate the style. Even embedded ambient track is guitar + effects up the ass.
I got the guy that made the Ludum Dare waifu shooter music to have a go at making a 10 minute demo for Beelze, I'm pretty excited to hear his interpretation of this theme and Uelmen's style. He's had education in music and does mostly electronica so I imagine he'll make something a bit closer to this. We will see if it fits. My bro's sound is organic/analog, that's for sure.
>>15514295
>Maybe he should reduce the effects on the bass a little.
I kinda fiddled with equalizer before putting this in the game and uploading it on soundcloud, might be my fault. His method of making music is kind of erratic as well. not to mention he rarely actually sits his ass down to make music anymore which is a damn shame
>DF influences
I'm shy to admit it but unless you actually meant David Gilmour, I can't decipher the DF initials.
9f68d9 No.15514433
Added acceleration, which took WAY MORE TIME than it should have.
Time to start the other animations
119c66 No.15514595
>>15514353
Well your brother has talent that's for sure.
65eaa3 No.15514758
>>15514186
I'm glad it's clear and readable, I'll try to keep it that way later on when I get proper art for menus.
>>15514206
Again, thank you and other anons for help with this. I'm not sure about the bloat, because there are still some unnecessary actions being performed during coloring of the cells that I still need to figure out.
I already wrote my thought in demo day threads. Will we get to see the surface during next demoday?
Though there's one thing I discovered just now. For some reason I can't take screenshots nor record anything from Beelzebox. I checked some other demo made in Unity to see if this is because of the engine or not, and everything was fine. I also checked if this problem occurs on other computers and it does.
Though it's interesting how this manifests on different computers. On the first one, when I try to take the screenshot it results in a plane black image. But on other computer I tried, the screenshot was made, but it captured the desktop as if the game was minimized, even though the game was in full screen. Pretty weird.
b059b4 No.15514820
>tfw you submit bugs and issues to godot github
e8b47b No.15514840
>>15514820
>Github now owned by Microsoft
>Godot drank the koolaid and adopted the Creator Covenant
fa5488 No.15514886
>>15514253
This is really noisy. Low-pass that before you include it in the game.
>>15514353
This has a bunch of noise in it too, but nowhere near as bad.
8516fc No.15514887
>>15514840
Don't ruin anon's successes.
b7d941 No.15514915
>>15514840
>Godot drank the koolaid and adopted the Creator Covenant
But it hasn't adopted a COC. I checked the repo, website, issues, and pull requests. No COC.
b059b4 No.15514991
>>15514915
poltards are so retarded they make everything about their conspiracy theory, is better to ignore them.
b7d941 No.15515010
>>15514991
>poltard
Isn't there some other huenigger circlejerk you can fuck off to?
39188f No.15515021
>>15514353
DF = Dwarf Fortress, I'd assume.
>>15514840
Godot didn't accept the CoCk, but they did rename master/slave to master/puppet.
9afffc No.15515023
>>15514991
Its not a conspiracy that your a stupid nigger
3c497a No.15515034
>>15514991
Everyone knows it but it's better not to say it
8516fc No.15515044
>>15515021
Which is ironic because being a puppet is worse than being a slave. At least a slave is forced. A puppet is either mindless or cowardly.
e8b47b No.15515273
>>15515154
You need the title theme playing in the background
19fcf0 No.15515301
>>15515154
>Video can't be played because the file is corrupt
Thumbnail looks interesting
b059b4 No.15515308
>>15515301
>>15515273
fuck this page garbage.
now it should work.
19fcf0 No.15515327
>>15515308
>All three of them are shaking their hips in tune
This amuses me so, it would be even better if it was in time with the music.
53ca94 No.15515528
Looking for criticism on my current linear interpolation approach
The only valid positions for characters are on one of the tiles, but of course I want to show an animation in which they move from one tile to the next. I'm trying to figure out, among other things, what systems should apply while characters and moving, and what tile they should be considered to be on.
current imagined approach:
>make "moving" component which defines start and ending position, as well as the duration of the move. additionally contains a time counter that i'll be adding the delta time to
>make linear interpolation system which which act on entities with moving components
>every call, add delta time to the time counter of the entity's moving component, and set render position to: timecounter / duration * (xf - xi) + xi
>I'm currently keeping track of my entities' positions (for stuff like determining what's adjacent, or on a given square) with an array of vector pointers, so when I get to the halfway point, add to the vector associated with the destination square, and remove from initial square element.
Does this sound okay?
3c497a No.15515538
>>15515528
I thought of using something close to that exact system myself. You're doing some sort of pseudo real-time tile-based project?
e8b47b No.15515573
>>15515528
>>15515538
I'm doing the same approach in my puzzle game. Each actor can only move to an unoccupied, non-solid tile. When an actor wants to move to a tile, it flags the target, and sets a timer. The draw code interpolates the source/target tiles, but after it reaches halfway, it releases the previous tile occupancy and after it elapses, it can then take another action. This looks as though it is actually moving, but it's very static
53ca94 No.15515574
>>15515538
Yes, something along the lines of a jRPG or a roguelike.
Along the lines of Elona, I guess, if all goes well. It's a simple first project.
e8b47b No.15515592
Also what the fuck, why are curryniggers so bad at programming?
>Guy wants to rotate an array in place and even posts sample code using the array directly
>Try to explain what the fuck the pajeet is trying to do, but it has like 4 levels of repetition and indirection that make it impossible to follow
b059b4 No.15515720
>5 retweets 2 likes over my eva bait
nice
53ca94 No.15515772
>>15515538
>>15515573
what if input is received while it's interpolating? ignore? change destination and duration according to desired action?
e8b47b No.15515848
>>15515772
Thats one of my games invariants. It will only check events on that object if it is idle. Eg it finishes moving onto a water tile, only then will it sink and disappear. The only exception is if an explosion or laser object removes it mid transit
2aad26 No.15515878
>>15511791
there's zips inside the zip I'm sorry
b059b4 No.15515953
this is the story for my next game, pls rate.
979bdd No.15516024
>>15515953
>Rival has two stated motivations, each with no clear connection to her action.
>Rival vanishes after the start of the first act.
>Whole first act is going to the next town over and learning something from an old man.
>Goal is to save the town, but most of the story takes place elsewhere.
Would skip every cutscene if the gameplay is worthwhile.
e8b47b No.15516122
>C# doesn't support generic operators, eg you can'd add or subtract two values of T
>There isn't a generic constraint that allows it either
>At best you can compile a generic function using LINQ expressions which is like 3 layers of abstraction more than it needs to be
Christ
6bc916 No.15516138
I couldn't work on my shit because of school, but is this better? Has way less edge loops.
a3c39a No.15516141
>spend a whole day trying to solve a problem, literally got a headache because of it
>fuck it, slept for 3 hours
>change few lines
>everything works
I'm both mad and amused
b18c56 No.15516159
>>15512846
Were you born retarded or did you eat paint chips as a kid? If the image was with the arms down then it's not hard to download gimp and rotate the arms in the image so you can adapt it to a t-pose. Apply yourself, nigger
56fe39 No.15516225
>>15516138
yes it is better but we have to go further arms should be 8 sided, things that are flat shouldn't be subdivided (looking at the top of the shoulder either round it out or cut those edge loops out) you need to redo the hands i would suggest finding a topology guide or tutorial that meets up with the 8 sided arm well. you got a lot of verts that are not changing the shape of the mesh but "helping with the topology" kill them.
did you skip the gingerbread man tutorial?/ is this your first time modeling a humanoid? i say this because everyone shits the bed their first time. and maby their second and third
6bc916 No.15516257
>>15516225
Technically third. Better?
56fe39 No.15516300
>>15516257
i don't want to post what iv'e been working on but digging thew my past stuff is full of cringe…
back to topic are you working from reference? you really go to work from reference. and if you can just make a nice hand model to copy pasta for all your shit. and i mean a nice hand model like open a project and just do it but again make it to the 8 standard for the wrist and go for 6 or 8 sided fingers i would suggest 8, fully jointed fingers, don't do nails you paint those on…
its a common learning tutorial and if you do it right you get to have a nice hand to make the rest of you life easier. just copy paste scale rotate and make feminine or stubbier for the character not that any of that changes the topology.
6bc916 No.15516342
>>15516300
I'm working from a drawing of soldier I did.
So you're saying I should make a really good generic male model and adjust the proportions for each character? Sounds alright. Is there any tutorials you recommend?
Here's the updated model, along with the references.
56fe39 No.15516384
>>15516342
well you could, i said hand but i botched the formatting of that post something awful. alot of people copy hands or feet across models
but yea you could do it for a whole guy but i would fallow a photo or….. your hands are way to small. and the palm needs to be longer i don't want to say you are bad but some of your proportions are off on your reference and that's all you really need the reference for. you can paint most of it on, or build up off of a nude model.
and really the best tutorial i've ever seen was that maya one in the last thread the guy did everything by the book and then even said why he did it. but really just find something that has a voice along with it that doesn't piss you off and has something your interested in making to fallow on. i cant seem to find it right now. youtube seems to like shuffling shit on me.
idk its late you might be better off finding some actual army uniforms to reference + a male body that lines up well with them
something like this
f50dfe No.15516497
YouTube embed. Click thumbnail to play.
>>15516384
this guy?
>>15516342
no offense but you need reference images for your reference images
59aee9 No.15516503
>>15515592
This guy has a job, and is posting in forums telling you how he knows better because he's a "software engineer" being paid $8000/month.
That piece of code REALLY pisses me off. Assuming I understand the problem it's an incredibly simple problem, as in 3 memory transfers kind of problem, but instead it's using all this object shittery and and shifting the array N times. Just the syntax alone annoys me, but maybe that's just aversion to C++/C# type languages.
1a3139 No.15516504
>>15515308
This looks so fucking dumb that it looks funny now and I can't hate you anymore because you made me laugh.
c9d9b8 No.15516632
>progressive lightmapper crashes on big scene
>enlighten takes too long and doesn't preview the current angle so you have to wait for the whole lightmap to be baked to see if it's gonna be good
>neither of them use the GPU
why is unity so bad
154d6e No.15516966
>>15516632
>>neither of them use the GPU
Even production renderers have GPU rendering, what the actual fuck?
da17d9 No.15517028
What icon would you use to represent "advanced mode" or "extra options"?
Assuming many things are hidden by default because they add too much clutter or are less important, this icon represents enabling them all.
8b5521 No.15517030
>>15517028
A smug face wearing cool sunglasses, or maybe a veiny erect benis
0563b9 No.15517034
>>15516632
Shoulda used cryengine.
d532aa No.15517039
>>15502955
It's not like Bayes was even around for the industrial revolution, anon, nor did the taming of the wolf and the complete rewriting of Australia's ecosystem (thanks Abbos) take place anywhere near the dawn of our modern world.
a54a4d No.15517090
>>15515592
>3 "new"s in the loop
>begins the loop with s = stack(q)
>ends with q = stack(s)
I'm not very familiar with C# but does that code that even work? It looks like it's just popping from a stack and pushing it back until the counter runs out
a54a4d No.15517099
>>15517090
>q = queue(s) rather
c6d223 No.15517113
>>15516632
It's a pia, but can't get around it atm w/o buying an asset, creating your own, or changing your workflow dramatically as to get around an issue that shouldn't be there in the first place.
On the bright side it's slotted as an "experimental" release in the 2018.3 roadmap:
https://unity3d.com/unity/roadmap
That and nested prefabs finally
ea1d4e No.15517130
>decide to rewrite my momentum/collision code to be better
>world is good ol' minecraft AABB environment
>old code uses boxes for entities, and uses collision tests, moves per-axis to keep it simple & robust
>new code uses cylinders for entities, and uses collision sweeps with a bit of margin, moves per-axis to keep it simple & robust
>only problem: moving towards a corner will make your entity get stuck into it, rather than "sliding" off
>write code that detects the normal of a corner collision, calculates the surface direction the entity deflects towards and simply rotate its momentum towards that
>works nice, but now players can't stop their entity by slamming their face exactly into the corner (where normal is opposite of momentum)
>ez solution: just scale the new momentum with the angle between the old momentum and surface
>write some code for it, works for most cases
>there's one edge case where it gets stuck
>do some debugging
>because I'm doing collision per-axis, the entity ends up resonating between going along the surface in one or the other direction per-frame because every tick the acceleration modifies the momentum to go the other way
>only way to seemingly fix this is by making acceleration code per-axis and doing it in-between per-axis collision sweeps
fuck
Is it me, or is gameplay code always doomed to be a fucking trainwreck, holy shit.
da17d9 No.15517168
>>15517130
>have code
>it just werks
>happily coding for a long time
>oh shit I need to change something about that code
>tweak it a bit
>everything breaks
>spend 7 years debugging and adjusting it
>it gets worse every day
>just like my life
>fall into depression
>only work on the code for couple hours every few days
>start drinking
>i hope my liver disintegrates soon, killing me in the process
>haven't developed in 4 months
>look at code again
>get PTSD and anxiety attack
>weep in bed for 2 hours while eating tendies
Game dev was a mistake
7c984b No.15517175
>>15517028
Settings→wrench, advanced settings→speedometer.
59aee9 No.15517372
>mfw I just learned how to get the name and position/size of every window you have open including a ton of hidden ones
>mfw I can also read what's in the clipboard and possibly where it came from
>mfw I realize I can read any files anywhere, not just in the program directory
>mfw these are just a couple things I've found might be useful for my own programs
>mfw I realize literally any program could fingerprint the hell out of you and what you do on the computer and it doesn't even need admin privileges to do that
Engine dev is a bad idea, I've seen things I shouldn't have seen. I won't be able to sleep peacefully anymore.
ea1d4e No.15517460
>>15517372
It's even funnier when you put a scripting language in your game that needs to be compiled, but there are exploits that allow you to easily break outside of the sandbox.
For example, in Warcraft 3's JASS, there were two fun bugs.
The first one is the return bug. In older versions of the game, only the last return in a function actually had it's type checked. So by simply doing:function H2I takes handle h returns integer
return h
return 0
endfunction
You could typecast a handle to an integer, thus giving you the memory address of what the handle was pointing to. There is also a variable type called "code", which is a function pointer, and typecasting an array of integers to code and executing it is all you need to execute arbitrary bytecode.
There were apparently also a bunch of JASS functions in Warcraft 3 that allow you to preload files into the game. (Useful if you have custom assets like models & textures!) Turns out that some of these functions also allow you to generate preload scripts to make it easier to preload data. Turns out you can put any text you want into these preload scripts, choose any filename for them, and put them anywhere within the file system. (Warcraft 3 already runs as admin anyway, so nothing is stopping you.) Combine that with .bat files in the autorun-on-startup folder and you have yourself a great time.
8516fc No.15517528
>>15516966
>Even production renderers have GPU rendering
If only. You have to pay a big premium for that. Most GPU renderers are really expensive and the ones that aren't are borderline experimental still.
>>15517028
One gear for settings, a couple of them interlocked for advanced.
d3aae5 No.15517600
>>15517372
How many programs do you think are secretly using your machine for all kinds of additional purposes, especially free programs. I mean pretty much every Chinese app uses your phone to mine bitcoins. Fortnite could be an encrypted pedophile torrent networking tool for all we know.
d5d34b No.15517613
>>15517600
>How many programs do you think are secretly using your machine for all kinds of additional purposes
most of them, at least the ones made by jews or asians
f50dfe No.15517620
for posterity, aslo what os?
59aee9 No.15517650
>>15517620
>what os
Windows 7, but I'm pretty sure it doesn't get much better in other operating systems.
d367c5 No.15517714
>>15517650
It doesn't. XKCD sucks, but it's occasionally on the money.
As a user, you can do a lot of things to protect against it, but the default permissions don't, because you use the same user account for everything, and user-based access control means that everything your account runs can access everything else your account runs.
Linux has a good protection against this called "firejail", running a program in a sandbox so it can't touch any files that belong to other programs, but it takes configuration and some trial-and-error. Most people don't use it.
If you use SELinux correctly, you can also restrict what specific programs can access based on their security policies, but that's way more of a pain in the ass, because with firejail, you just set up a config file, while SELinux is kernel-based, and you have to write, compile, and install security policies (audit2allow makes it easier, but it's still a pain in the ass). SELinux also makes it harder to police access in your home directory, because it likes to apply a universal "user_home_t" type (or something of the sort) to all home directory objects. Firejail is the way to go if you want userspace sandboxing on Linux.
There are Windows and Mac security security that help in the same way, but I'm not familiar with Windows or Mac OS. I do know that they also aren't default and also take a lot of configuration and care on the part of the user.
Again, most people don't use these things. Tons of proprietary programs scan your hard disk and phone home with whatever they find (Skype in particular was notorious for this). Why do you think Richard Stallman is so autistic about being able to read the source code of any program he runs? "Stallman was right" is a meme for a reason, because everything always turns from "Yeah, fuck off you tinfoil hatter" to "Oh shit, I guess they were actually spying on us". And people act surprised every time it happens.
59aee9 No.15517734
>>15517714
One thing mobile did right was require the application to ask permission for different actions when you install it. So if it wants the permission to read my contact details, I can press cancel and never touch that shit program again. That said I haven't installed a mobile app in years so maybe I remember wrong
a96074 No.15517743
>>15517620
>1 hour ago
ONE HOUR AGO WHEN
I hate this shit.
e1a4c7 No.15517745
>>15517714
>Firejail is the way to go if you want userspace sandboxing on Linux.
No, permissions are. Just make a _firefox user and replace your firefox shortcut with a "sudo -u _firefox firefox" shortcut. You don't need to resort to badly reinvented octagon shaped wheels just because you didn't bother learning about the old round ones.
f50dfe No.15517782
>>15517743
when burgers stop using retarded time i will stop using relative time
d367c5 No.15517802
>>15517734
It's mostly just because they were made in a different era. Most OS security was made with the assumption that you'd only run programs on your machine that you trust, and that a particular program might need to access other program data. When mobile OSes came, it became clear that programs should be treated as untrustworthy by default, and the principle of least privilege was solidified as an ideal concept in security even below the user level.
Mostly, it's just that mobile OSes are effectively still single-user OSes, but still need to provide some security guarantees in an environment with untrustworthy programs.
>>15517745
Yeah, that works, but then you have to give your user account passwordless sudo privileges or type in your password every time you want to launch a sandboxed program. You still have the issues that programs can read everything that is world-readable in /etc and /tmp (which is way too many fucking things. Seriously, create a simple limited user and fuck around in the account, seeing exactly how much information you can just pull with your permissions), and god help you if you've left any sensitive directories world-readable (like most systems do for home directories for some reason).
This also gets inconvenient when you have to create a new user for every single program that you want to use. If you have a multi-user machine (which is more rare these days, but still a concern for some), it involves every user having sudo privileges so they can switch users.
User accounts are a good tool, but they are not sandboxes, and if what you want to achieve is to sandbox a program, trying to use plain user accounts might incidentally work at best, and might fuck you over with a false sense of security at worst. The point of a sandbox is to limit what a program can see beyond the limits of ordinary discretionary access control. It's whitelist-based security, which is far safer than blacklist-based. It also allows network whitelisting and blacklisting, so you can prevent applications from accessing the network, which is significantly harder to achieve with basic user accounts, so even if a nefarious program manages to access information you don't want it to get, at least you can keep it from phoning home.
It's not resorting to a "badly reinvented ocagon shaped wheel" because they achieve different goals with some overlapping concepts. These analogies never work for OS concepts.
a54a4d No.15517808
>>15517372
Now read about windows hooks and dll injection
d367c5 No.15517814
>>15517782
The timestamp element has unixtime and datetime. You can really easily use this with a userscript (or "User JS" in the options here) to format it however you like, but that might not work right for auto-updating unless you can insert a post-update hook in there somewhere. It's been a while since I looked at the Infinity source code, and I'm not a webdev by trade, or I'd give you a more concrete example.
d0912f No.15517874
For some reason, Vulkan was trying to get into my steam directory. Steam adds an implicit layer into the windows registry so that it can draw it's overlay on top of Vulkan programs. However it raises errors in the validation layer. I fixed it like this:
#ifdef __SIGMA2_WINDOWS
(void)SetEnvironmentVariable("DISABLE_VK_LAYER_VALVE_steam_overlay_1","1");
#endif
>>15517372
You can check what your programs are doing by using procmon.
9f68d9 No.15517958
>>15515528
I'd go with RPG Maker's approach.
Once you move, you logically move instantly, and occupies the tile instantly, trigger events, etc
But visually you will still have to interpolate the position. the smooth moving from Tile [1,20] to Tile[1, 21] only happens visually, logically it happened instantly.
304ddd No.15517967
for those of you making tile-based games, how do you handle the storage of map data?
I feel like I'd need to make my own map editor, and then design some kind of file format to store the data if I wanted to design my levels. I'd really rather not, though.
I could also do it procedurally. Map generation is an interesting problem, I guess.
8bdd3e No.15518115
>>15517967
I'll hold your hand 4u.
https://doc.mapeditor.org/en/stable/manual/export/
Making an editor isn't difficult if you ignore widget libraries and just do a basic bitch old school approach like ohrrpgce.
39188f No.15518158
>>15517967
If you don't want to make your own editor, you use Tiled. If you're not lazy, you make your own. Full procedural is never the answer, only partial procedural and then you still need an editor to make the parts used in the randomizer.
511a5f No.15518286
>>15517130
>>15517168
>realtime programming + performance constraints + complicated graphical elements
Gamedev is probably the hardest type of programing there is.
59aee9 No.15518337
>>15518286
Only if you're also making the engine.
9f68d9 No.15518360
Making a cape, should i remove this front part or not?
bd7f75 No.15518379
>>15518360
Keep the front.
fc1fea No.15518385
>>15518360
Remove it, and model a collarbone instead.
bd7f75 No.15518421
Soundcloud embed. Click thumbnail to play.
>>15514353
DF=Dwarf Fortress
DF has nice background music that at first sounds very chaotic, but there is a method to the madness. You can't quite put a finger on it though.
Download the game from their website, it's free and the music I mentioned is played in the main menu. It requires lots of autism dedication to get into the actual game, so don't waste your time on it when you have a game to develop yourself.
http://www.bay12games.com/dwarves/
0b1252 No.15518458
>>15515878
Isn't there a zip inside all of us.
9f68d9 No.15518482
>>15518458
I am not sure how big DNA is, but probably, it will, however, just be a jumbled mess or crash 7zip
00cf21 No.15518519
I give up on the previous game framework I was learning and switching to pygame, I've used python more extensively in the past and I've already found more documentation and examples for what I've been failing to do.
511a5f No.15518754
>>15518337
even if they are not you still have to understand the way the engine works on a pretty deep technical level wich works with a lot of the same constraints
and you still have to do realtime programming and use to engine properly to get decent performance out of it it doesn't really mitigate the complexity that much
I swear nothing can prepare you for the mind bending mess that is realtime programming
9f68d9 No.15518908
>>15518379
Well i kept the front part, what do you guys think?
>>15518385
i can add it as a detail in the body texture
8bdd3e No.15518916
>>15518754
You don't know what real time means
e88c2c No.15518955
>>15518482
>I am not sure how big DNA is
Around 3 Gbp or 3000000000 base pairs long.
>it will, however, just be a jumbled mess
kinda
>or crash 7zip
Probably. I've downloaded genetic sequencing data and it was around 22 Gb.
6a9e6a No.15518970
New to blender. Trying to animate a walk cycle following a yt video. After setting my first keyframe the pose is locked in place. Any bone I try to move reverts back to where it was. Deleting the keyframe lets me move and set bones freely again. Tried searching for help for an hour and all the responses oddly seem to be irrelevant to the question asked. I don't know what other information to provide for help so here's a screenshot I guess. I figure I probably clicked something I shouldn't have but again idk what. Please help.
>>15518908
I think it's pretty cute.
9f68d9 No.15518979
>>15518970
thanks, now rigging and making the shape keys for this cape will be either a piece of cake or a fucking nightmare
00cf21 No.15519049
>>15518970
This usually happens to me when there's multiple objects with keyframes and I still never deleted the starting frame.
I may be trying to set one thing's position and then when I try to render a still image it has reverted because there was a keyframe hiding somewhere.
9f68d9 No.15519052
Plenty of adjustments needs to be made, like reducing the maximum distance the feet gets from the torso and making the feet rotation based on the direction of the torso and the feet rather than based on an animation.
And then fix what happens if you are ledge shimmying and standing at the same time
6a9e6a No.15519071
>>15519049
I've only made a single keyframe. How would I delete the starting frame or what is the starting frame? I only have the single object/mesh and a few lights in the scene.
00cf21 No.15519106
>>15519071
I usually select all and check if any keyframes appear.
Another thing to check is if you've moved anywhere beyond start in the timeline, if I remember correctly if you move anywhere beyond start and try to change things, it will revert to what the start is because that's the default location/rotation/scale/etc
6a9e6a No.15519210
>>15519106
There was nothing that I could find. I have 1 animation attached to the armature and the mesh both with the same name. This is all that's in the scene. I made the rig myself and this is my first time trying to pose it for anything so i don't think there should be a hidden frame.
00cf21 No.15519557
>>15519210
Well then if you saved before posing, I'd suggest just reloading the save.
You did mean that when you try to pose the bone it reverts to it's default position, right? Can you record it happening?
6a9e6a No.15519709
>>15519557
No it doesn't revert to the rest/default position it reverts to whatever position i set the first keyframe to. default position is the regular T-pose. I'm pressing G to grab/move the bone and then left clicking where I want it and it goes back to the where it was first keyframed instead. If I delete that keyframe then I can freely move and set however I want. If I set a new keyframe then the same problem again.
511a5f No.15519742
>>15518916
I know what i meant when i said it but if you think I'm using the term wrong why don't you tell me why
00cf21 No.15519771
>>15519709
That's a lot different than what I thought was happening.
On the toolbar above the timeline where it shows you're in pose mode, do you have "manipulate centerpoints" enabled? Just try clicking that to enable/disable and see if it fixes it.
6a9e6a No.15519796
>>15519771
I'm pretty sure that button was disabled but clicking it on and off doesn't have any effect. same outcome. I've spent about 5 hours today trying to search for an answer to this problem. I intend on using this piece of shit in Unity. Should I just try to animate it in there? I was having a lot of fun making this and rigging it until today.
00cf21 No.15519824
>>15519796
Just judging from the video it looks disabled already.
Searching for solutions, have you checked the amature properties to see if duplication frames is set to None? Select the amature, go to properties: object: duplication
6a9e6a No.15519966
>>15519824
Thank you very much for helping me. That appears to be exactly what the problem was. It was set to Duplication: Frames. I knew I had to have accidentally clicked some stupid shit.
00cf21 No.15520005
>>15519966
Awesome dude, it's a problem I've not run into myself but now if I do I'll know what caused it too.
8516fc No.15520096
>>15519966
Them double pendulum boobs.
56fe39 No.15520706
YouTube embed. Click thumbnail to play.
>>15520698
getting the framework for the beelzebox guy do do his gore system with beelzebuff.
9f68d9 No.15520766
>>15520706
>not using your disemboweled intestines as a whip
d5d831 No.15520790
>>15501787
I like it
please fix those water splash effects
also the music is fitting
74205a No.15521115
>>15520790
what's wrong with the water?
74205a No.15521728
спидер
how do i make unarmed combat weaker, i can just stunlock each spider and weapons become pointless
8bdd3e No.15521731
>>15519742
Real time is divided into soft and hard categories.
A hard real-time system requires proven upper bounds on termination.
Soft real-time is what dsp programming is classified.
Using the term is evocative of such systems.
I have a hard time believing a video game is harder to code than say an MRI controller or the systems used in aerospace engineering.
It's common for programmers to assume video games are the hardest discipline when they've only been exposed to corporate visual basic database interface applications.
95a5b8 No.15521864
>>15521728
there are a lot of lame answers but the less immediate fun one would be to generate a kinematic structure for your arms, keyframing for about-to-punch state (lo, hi, mid) and then using inverse kinematics to automagically generate a reasonable animation for punching at the place where your mouse is pointing. Shrink that hurtbox and segment it with differing damage potentials, slow down attacks a little, and make it so people have to aim, think about where to hit, and time their shit well, and you're good for a "weaker" (more intuitive, complex) combat system better than most AAA titles
el cheapo fixes:
>slow down unarmed combat on both sides and record current animation state arbitrarily, if you're animating and they're animating you clash and whoever started second gets to deliver their attack with a simple 'counter' animation- this is more interactive than what you have already, but works best if you include a strong attack variant that has long windup but can't be countered and a fast attack variant that doesn't counter and does little damage but has a faster animation for mixups + rock-paper-scissors gameplay
>arbitrarily limit stun rate or move it to an accumulator that gains based on enemy's resistance, your strength differences, or some other arbitrary characteristic
d0912f No.15522358
>>15521728
Make continually punching lower stamina which causes your speed of attack to lower. Make it lower in a non linear way that favors punching a few times and then moving back for a little bit before doing it again.
511a5f No.15522362
>>15521731
true there are harder things
allthough considering more than 90% of all programming is webdev or a phone apps it's one of the hardest
also the difficulty of gamedev varies alot depending on what kind of game is being made
39e667 No.15522413
>>15514266
>Old Sorcery
My nigger!
74205a No.15522809
>>15522358
>>15521864
i ended up just making it so you always get hit, but only play the stun animation depending on random chance which increases with your damage
basically unarmed is an unreliable last resort
6b6cff No.15523117
>>15521731
>MRI controller or the systems used in aerospace engineering.
It boils down to the complexity you're going for, if you're going for rocket science then it is rocket science. This also applies to graphical fidelity.
002135 No.15523685
I've got an original kinect and I'd like to use it for mocap, any recommendations on software?
65eaa3 No.15523726
>>15518908
Cute. The cape with front fits her better than the one without.
>>15522809
>unreliable last restort
Will weapons be destructible and scarce or something? Because otherwise why would anybody use unarmed combat at all?
9f68d9 No.15523732
I have no idea what to do with his feet when they are hanging
000000 No.15523757
>>15523732
If you can, try to recreate the movement and see what your legs do. Video tape it, and watch it frame by frame. Other than that, have them sort of swing in a way that follows the movement and makes the shimmy easier for him.
95a5b8 No.15523774
YouTube embed. Click thumbnail to play.
>>15523732
Most of the force of 'lifting your arm and moving it' is coming from your upper gut.
When you have a wall, you tend to push against it which gives you a bit of an advantage and looks reasonably close to what you animated.
When you don't have a wall, you tend to do mini-crunches where your pelvis pulls up and forward a bit, legs with it, and then you swing back as your hands touch surface and relax; you'll also see a little lateral motion from tensing and relaxing obliques.
When you do have a wall, try making the motion a bit asymmetric and involve a slower slide period and a brief jump period; you can also make the animation more alive by working in a little bit of up-and-down as his feet slide against the surface and he pulls up.
65eaa3 No.15523797
>>15523762
Looks like a reliable first resort to me.
27a267 No.15523807
>>15521731
>>15522362
>>15523117
Except in the military (and presumably the medical world as well, considering the ridiculous cost of that equipment) "just slap a faster CPU in it lol" is pretty much everyone's life motto. Not to say it's easy to program that stuff, especially if it's literally rocket science, but please don't delude yourself into thinking those programmers spend a ton of time optimizing their code.
9f68d9 No.15523915
>>15523757
I am too fat for that, I tried, couldn't stay for more than 2 seconds on the ledge. Didn't REALLY try hard at it, since it was just to get a feel how the animation was, and I wouldn't get anything if I have to shit my pants off to pull it off, probably
>>15523774
Well, didn't do anything with the feet, but it looks way better if I add a forward swing and a up/side movement. The feet will be for another time. Hopefully I will be able to focus on shit I need to do rather than this animation tomorrow
>>15523797
>but please don't delude yourself into thinking those programmers spend a ton of time optimizing their code
Well, I do, more than I need and more than I should. This is actually a problem. I shouldn't be messing with this animation
d0912f No.15523995
>>15523807
The point of real time isn't whether it's faster or slower. It's that you can guarantee the amount of time something will take, every time, with no exceptions. Any kind of software that could kill someone if it went wrong also isn't about speed, but rather its about correctness because if you got something wrong a person could die. Speed is not the biggest deal in these systems but rather another set of garuntees that you have to make which are challenging in their own special way.
When you have more requirements you have more challenges. Game engines in general have a lot of things to do, but with less/different requirements that are easier to fulfill. If you had to prove that your game engine would never drop below 60fps, EVER, while being perfectly correct, then it would be more difficult. So it's really a different kind of optimization, game developers like to optimize for "most of the time" while a real-time system has to optimize for a better "worst-case" scenario.
6bc916 No.15524044
So what are any good reference pictures for character models?
Is there any good ones to use for males/females?
I assume the workflow is to make a generic male/female model and tweak the model for any other character.
074f32 No.15524315
still need to do the skull
e8ef5e No.15524356
>>15524315
Is this Doom 3?
4be451 No.15524481
e8b47b No.15524676
I want to steal FF12's gambit system for one of my games. What's the easiest way to implement this? It feels like some kind of expression evaluation is happening
e8ef5e No.15524687
>>15524459
How hasn't this game's community completely evaporated by now? Is there even still a significant modding scene for it?
6bc916 No.15524791
>>15524044
Still wondering, by the way.
9f68d9 No.15524809
>>15524481
What is so scary? he just wants a big hug
e8ef5e No.15524816
>So what are any good reference pictures for character models?
Character reference sheets.
>Is there any good ones to use for males/females?
The ones that look the closest to what you want your characters to look like.
>I assume the workflow is to make a generic male/female model and tweak the model for any other character.
The workflow is to make something that kinda sorta resembles the character reference sheet you came up with during the character design phase that you probably didn't do.
e8ef5e No.15524819
6a9e6a No.15525398
>>15509703
Thanks anon. Looks great.
f50dfe No.15525400
>>15524676
gambit(condition,action)
b266d5 No.15525408
>>15524044
There are tons on google. What you mainly want are topology references, and then anatomy references of people who have the same general build as your character. Having correct topology makes it easier to make things look anatomically correct, as well as for deformations during animation, so it's pretty important.
You don't have to go the basemesh route, but it's nice later on if you decide you need different body shapes.
74205a No.15525694
is this easy enough for a first dungeon layout?
or will normalfags run around in circles and ragequit
0560ea No.15525714
>>15525694
Why make a normalfag friendly dungeon? If they want to beat it then they need to be more dedicated, increase the difficulty.
74205a No.15525720
>>15525714
yea, what i'm asking if it actually is normalfag friendly
i've heard about people getting lost in even simpler geometry
6a9e6a No.15525722
>>15525694
I think your path is pretty solid. No matter which hallway I choose if I just walk straight through it I'll reach the end point.
Landmarks matter. Noticeable, recognizable areas where the player can quickly point out and say "i've been here before". Decorations and clutter that nudges the player in the right direction. All the shit people talk about Skyrim it actually did have some dungeons that were winding and slightly confusing but good object placement made them all seem like a straight line. They tend to love putting wheelbarrows facing a specific direction at every fucking intersection.
00cf21 No.15525726
>>15525720
you should purposefully fuck with the player like what antichamber does, and have their location change based on where they're looking in certain parts of the map, so when they turn around it teleports them somewhere else seamlessly
5483a7 No.15525735
>>15525694
unless there are windows or another way to see where exactly you are then it will be too frustrating for a first dungeon. keep in mind that your games will always unintentionally frustrate your player, so there is no need to do it yourself instead keep your presentation clean concentrate on your core mechanics and themes
d94be2 No.15525770
>>15525694
>first dungeon
I wouldn't do labyrinth theme in the very first dungeon, a dungeon where you get lost only to come back to the start without gaining anything is something for mid game. The first dungeon should have a simple layout and secretly teach basic dungeon mechanics to the player without overwhelming him, and every next dungeon you add a special mechanic related to that dungeon so that the player always has the mechanics he's already familiar with plus something new and mysterious.
For example, your labyrinth dungeon could have a mirror theme with mirror teleport mechanics, so the player will accept a confusing layout because confusion and disorder is the theme of the dungeon. If you confuse your player without a "reason", they'll just get frustrated a lot more.
74205a No.15526022
Streamable embed. Click thumbnail to play.
well i definitely got lost the first few times
i'm thinking once i add some spiders and decorations it will be slightly easier to remember where you've been
what can i possibly add here other than spiderwebs and corpses, assuming that the cave is natural?
6a9e6a No.15526143
>>15526022
Has it been explored by humans at all before you showed up? Torches, mining equipment, barrels, buckets, benches, WHEELBARROWS, wall drawings, chains, gates. Sky is the fucking limit here.
if you're the first human thing to ever enter the cave then different rock and stalagmite formations go a long way. Creating light shafts near intersections can guide the player while seeming natural, patches of fungus/flora, water puddles/streams. If you're going heavy on spiders then the cobwebs thickening as you go deeper easily implies you're heading into the nest/heart/center of the cave. Burrow holes in the walls too small for the player to fit. Also how are the spiders sustaining themselves, where is their main source of food coming from? Spiders aren't going to just hole up in the ground because creepy fiction dictates it.
9e4136 No.15526246
Progress! More vegetation, a new puzzle mechanic and a proper character model.
27a267 No.15526329
>>15526246
I thought you were designing a candle-headed character? Is this one some kind of will-o-wisp?
Environment changes look good, though I agree with other anons from last thread that you might need to change the flat-color floor to have some kind of texture.
56fe39 No.15527083
>>15525694
if you want it easier just make it 2d, alot of normalfags cant think past a 2d euclidean map. even in high school a lot of my classmates didn't ever use anything but the main stair to get from the top level to the bottom, even if their next class was way fucking closer if they used a different one. so yea i think that it will piss normalfags off.
9f68d9 No.15527131
>>15525694
Make sure that always turning right will make them go back to the start. Put a triggers that call the player stupid if they do that 3 times in a row.
8516fc No.15527141
>>15526022
specific ore veins, peculiar looking stalagtites/stalagmites. Big unique rocks in the middle of a space. Tiny streams running from a crack and making a small pond.
257564 No.15527165
>>15525694
Looks like the Cave from Diablo 2. If its small enough, it should be fine for a first dungeon.
9f68d9 No.15527186
>>15526022
Your landmarks will need to be shiny.
Not being able to look further than 3 meters in front of you is super disorienting, no wonder you got lost.
Make the level bright and you will be able to navigate it effortlessly.
Make some shiny bug thing that points where you can light fires with the torch, make them stay near the unlit torch and run away when you get too close to them.
9f68d9 No.15527894
>>15526246
looks much better with extra details, but the collective pine tree blob still bothers me
9f68d9 No.15527911
UV mapped, Key Shaped and Rigged
Also added a pendant, it is not part of the cape, stays under it
Now gonna make a long skirt and cute shoes
f7a3a0 No.15528042
OK this is a bit of a weird post, since I've just seen an analysis video on FF15 that accidentally tells you what to avoid when designing a game.
https://invidio.us/watch?v=v8lvAq_yp_w No embed for youtube so I'm not accused of shilling for the guy.
In short, the issues he lays out for FF15 apply to many other games.
> Make sure your world makes sense. If it has a different logic to the real world- show it off. Avoid asset reuse as much as possible or the player is taken out of the experience. Even if your graphical style is cartoony and non-realistic, this still applies.
> Players have fun when they make lots of meaningful decisions. How to tackle a problem, how they execute the solution, etc. Don't hold the player's hand and do it for them, let them work shit out. If any moment of your game except the earliest parts can be done by someone who has never played a video game, you've fucked up. Likewise if the player can play the same way in the first moments as the last without increasing their skill or problem solving, you've fucked up.
In fact when he explains why healing is fundamentally different in action games to RPGs, he's accidentally explained why the FF7 remake has a real chance of bombing, and that it's going to be something with zero connections gameplay-wise to the original.
f7a3a0 No.15528055
>>15517372
Saging myself since I just posted.
9fcfd8 No.15528327
Trying out Godot for the first time. Pretty fun
9371c6 No.15528372
>>15528042
add to dev resources, on the game design section
LINK: http://8agdg.wikidot.com/resources#toc25
i'll watch it in a few. I love this type of stuff
074f32 No.15528403
>>15524687
they released the doom 3 engine code awhile back, the dark mod is built on it
9fcfd8 No.15529164
I seem to be getting a weird jitter with my sprite when moving. I'm using _physics_process, but it's still acting wonky
e8b47b No.15529182
>>15529164
If it's off by a pixel, it may be rounding error
9fcfd8 No.15529186
>>15529182
No idea how you can fix that in Godot
c0b265 No.15529191
>>15529186
Not too familiar with Godot but rounding the player position has helped me with similar issues.
753bd9 No.15529248
>>15515592
Just use a variable to keep track of current index i.e. index=a%n; then read it off as for(I=index->n) print(arr[i%n]);
a01b2b No.15529305
>>15529248
Or cons a circular list and read n elements from index d - n. But the real mystery is what the fuck is happening in that monstrosity of a reply.
e8b47b No.15529324
>>15529248
You have the right idea. In C# specifically, modulo (actually the "remainder" function) is quite slow compared to other primitive op functions. You'd still write a pair of circular for loops to process it, though.
41e332 No.15529702
>>15529164
that looks like a vsync issue
f03ad2 No.15529713
347d13 No.15529928
>>15529206
>Godette doesn't turn into a princess
way to miss the point of the super crown
464377 No.15529936
>>15529928
sasuga gay community
74205a No.15529940
well i got the giant spider to rotate slower so that you can move around it
but since you could just block everything and immediately counterattack i also added a chance for unarmed attacks to randomly disarm (chance increases with damage) so that you still want to avoid getting hit altogether
might want to work on the random chance though, even at 5% it seems to happen more often than i'd like it to
f224f7 No.15529942
Started VR. Now to chisel out the bugs that popped up. Also I haven't posted the past 3 blog updates in the /agdg/ thread because 8chan borked my thread and doesnt display the latest.
347d13 No.15529948
>>15529942
>Started VR.
What head set are you using?
f224f7 No.15529952
a989f6 No.15530149
Not posted in a while, I've been doing more practice projects in Nim because I'm very tempted to port my main game to it and started on a simple 2D Sokoban-ish game late last week.
9f68d9 No.15530317
77257a No.15530936
>>15530149
cool, which library are you using?
a989f6 No.15530965
7795e1 No.15531101
>>15530965
How do you like it?
f7a3a0 No.15531112
>>15528372
Put under design in the videos section.
> A video analysis of Final Fantasy 15 that touches on several design aspects to consider and avoid. How to avoid making a world that is unbelievable or illogical, players needing lots of small important decisions on their own to stay engaged, and several other design elements specific to that game and games of its genre. A great showcase explaining what happens if you don't consider those factors. It also touches on FF15's troubled development, allegedly brought on by an ever-shifting design document before bosses put a different director in charge and demanded something out within that year.
a989f6 No.15531131
>>15531101
It's okay. I'm already kinda familiar with SDL through Löve, which often feels like a Lua wrapper for SDL functionality. If I do port my main project I'll probably just use it for event and window stuff and do my own OpenGL rendering.
9e4136 No.15531258
>>15526329
If you're referring to the flames coming out of the character's head, that was temporary. In the real game the fire will be carried in a lantern.
I haven't removed it yet and it's pretty funny. Might add this feature accessible using a cheat code or something.
8516fc No.15531379
What's the best scripting language to add to an engine? I've been looking into Lua, Javascript and Python. I'm trying to find the fastest.
7e7362 No.15531383
>>15531258
The character and point of view reminds me of Magicka.
e8b47b No.15531396
>>15531379
>JavaScript
<Related to java in name only
<Slow, unoptimized
<Used by pajeets extensively, example code is going to be awful
<Security holes out the ass
<Some people have JS disabled in browser for security reasons, often thought of as a web language
>Lua
<Basically the "C of scripting languages"
<In that the base library has almost nothing implemented, it's a dream for build-your-own language stuff - you only implement exactly what your game needs, nothing more
<Tiny, it'll take under 2mb or so
<Actually pretty slow (scripting languages are about 10x slower than compiled languages on average)
<Tables and metatables are a weird paradigm to learn, but make sense when you understand them
>Can be heavily optimized with LuaJIT after compilation, making it roughly as fast as C#, maybe a little slower
>Python
<Widely used
<People still use python? Shit I thought it was half deprecated, maybe I'm thinking of something else
<No idea, ask another anon
The dream is to use C++ for your engine with Lua acting as a scripting glue, all written on your own custom engine and rendering platform, using FOSS libraries.
e8b47b No.15531404
>>15517090
>>15517099
Yes, that's exactly the problem. He could have hypothetically initialized two stacks/queues outside the loop and just pushed items around until it was solved. That's still not an ideal solution, but it would've been way better than creating new reference instances in a tight loop. The memory leak is real
9f68d9 No.15531414
>>15531396
>JavaScript
>Slow, unoptimized
This shit is like the most optimized language of all time. The word you might want 'slow by design'. JS runs as fucking fast as it could ever possibly go.
There are assembly compiler like things that run in JS for high end processing on the web
650139 No.15531422
>>15529942
>surprise butt at the end
8516fc No.15531430
>>15531414
>>15531396
I'm also considering C#. The goal is to let most of the game rules work in scripting so that it's easy to develop and easy to mod new content and features.
7e7362 No.15531435
>>15531379
Javascript is the fastest out of these three, but from my experience and most online Benchmarks, C# is the fastest bet when it comes to scripting languages in case you're interested.
e8b47b No.15531438
>>15531435
>>15531430
C# is a managed, compiled language. Of course it's going to be the fastest. It has strong-typed language features, compared to duck typing and non-compilation that usually accompanies scripting languages.
Or rather, C# is a good "scripting language" because it's at least a decent language to begin with, that people happened to begin using for scripting (eg Unity)
650139 No.15531460
>>15531414
>This shit is like the most optimized language of all time. The word you might want 'slow by design'. JS runs as fucking fast as it could ever possibly go.
pretty sure I heard JS was something written to patch some shit together one time that other people caught onto and then grew it into a chimeran abomination and the guy that original made it hates what it has become
8516fc No.15531463
>>15531435
It feels wrong somehow to use javascript for scripting offline games.
9f68d9 No.15531478
>>15531460
maybe it was like that 6~ years ago. But the little time I had to develop for web, I found out that there was a massive increase in it's usage and tons and tons of optimizations all the time. Maybe it's mostly on the browser side rather than the language size, I am not sure about the details.
There are fucking compilers that generate minified script code that it's basically as unreadable. It's still slow compared to real languages, and the 'compiled' code is just a optimized script, but I don't think LUA or Python got these crazy tools
e8b47b No.15531488
>>15531478
Literally LuaJIT which I mentioned
3f2d07 No.15531513
>>15531379
Because Javascript runs the web and there's a lot of money in making javascript as fast as possible, it's become a well optimized language. Modern NodeJS is very fast. On the downside, it's javascript.
Lua, especially LuaJIT, is known for being fast in the world of scripting languages. While it's not as fast as NodeJS, it's also not NodeJS, which is a huge upside.
Don't use Python if you want speed.
Keep in mind the Lua here is just Lua, not LuaJIT. LuaJIT is much faster. http://luajit.org/performance_x86.html
https://benchmarksgame-team.pages.debian.net/benchmarksgame/faster/node-python3.html
https://benchmarksgame-team.pages.debian.net/benchmarksgame/faster/lua-node.html
e8b47b No.15531543
>>15515592
>>15529248
>>15517090
>>15531404
Okay so the followup to this
https://stackoverflow.com/questions/38482696/how-to-efficiently-rotate-an-array
I made an array 64 items long (0, 1, 2, …, 63) and then timed how long it would take to do 500 rotations on the array, in sets of 10,000, repeated 50 times (this is so it can measure an average of averages, so things like JIT windup and "first call" things don't affect the net result too much).
Pajeet's method took over 75 seconds before I got bored and ended it. Instead, I added a modulo expression to cut short the 500 rotations, and changed it to 10 sets of 1000 calls. More reasonable. I also implemented two other methods from that page. The accepted answer took 936 ticks. The answer below that took 12181 ticks. The pajeet's answer took 1207220 ticks, approximately 1,000x slower than a naive implementation would have
8516fc No.15531779
>>15531513
Reading up more it looks like Luajit might really be better than NodeJS, all things considered.
9f68d9 No.15531918
Dark skirt or light skirt? i think the light one matches her personality more, but looks too uniform with the upper parts
9f68d9 No.15531977
Oh i know what is missing, more detail, gonna add a small layer with floral designs or some shit on the bottom
34852b No.15532011
>>15531918
wife says:
The purple one is more suited for day-to-day use, darker colours are more practical
The white one will do better for parties or to church which might not be the succubus girl's thing
39188f No.15532064
>>15531918
>>15531977
Methinks you might be mixing too many non-mixing colors.
White accents (thus subconsciously accenting her chest for being white) mixed with a subdued version of her hair color and one other color (I prefer beige) would be my suggestion.
Your first example has too much of her hair color, making it overbearing, plus the light blue vest doesn't fit in at all. Your second example fits better together, but clashes really hard with her wings.
Third pic looks like it'd work out, but that's only because her wings are suddenly gray there.
e8b47b No.15532083
>Coming up to 1 year anniversary from when I started my current game
>More of an engine
>Still not interactive at all
D-doushio
cbccb2 No.15532092
>>15531918
I definitely prefer the purple one, but the cyan color top throws it off.
>>15532064
this too
9f68d9 No.15532099
>>15532011
She is quite close to a church lady, she is the town's librarian, and despite being a succubus her only lust is for knowledge, she is very timid pure maiden and afraid of men
>>15532064
Oh, these colors really seem more fitting, where could i learn more about how to make such color choices?
>>15532083
I have been working on this for over 70 weeks already if you count the cooking system demo i made last year, i know your feel
39188f No.15532151
>>15532099
>Oh, these colors really seem more fitting, where could i learn more about how to make such color choices?
No idea, I'm not even an artfag. If anything I just spent a few years trying to explain to webdesign clients and artfags I worked with why their colors were shit.
You'll also notice my colors are a lot more muted than, for instance, the color of her hair. I think her hair might be a bit over the top, where muted colors give more of a comfy feeling. Take Atelier games for instance. Too much saturation makes the colors scream, and screaming isn't what you want to hearsee when playing a comfy life sim.
8516fc No.15532412
>>15532396
>Object reference not set to an instance of an object
Something that should be an object is instead a null when it is referenced. This is happening inside the CameraCollison class, Update() method, I think line 26.
8516fc No.15532420
>>15532379
>>15532396
>>15532412
Didn't realized you had posted the code. Which is line 26?
3297eb No.15532513
>>15532430
now its saying the error is in line 22,
but I don't understand why I'm getting this error because this error usually only happens when you call another script and the variable doesn't exist.
cbccb2 No.15532545
>>15532430
What is the script attached to?
You're trying to access the parent transform, if there's no parent, then u should get the null ref error.
f.e. if the script is attached to the camera in your posted scene hierarchy, it has no parent, so returned as null (which throws an error when you're attempting to call the related transform's method on a null object).
Also you may want to use a bounding box to detect collisions and a sphere cast from camera to player to detect obstructions; then adjust accordingly.
8516fc No.15532547
>>15532513
>{
Well that's discouraging.
Let's assume the problem is in the if conditional. Either you're using "hit" wrong in the distance assignment, or something's off in your Linecast callback.
Also, are you sure you've run Awake() before Update()?
8516fc No.15532557
>>15532513
If it's line 22 it must be dollyDir. Again, are you sure you're running Awake() before Update()?
cbccb2 No.15532568
>>15532557
dollydir wouldn't be null, all GOs have a transform
awake is always called before update due to unity execution order
a2d27d No.15532572
>>15532430
Is "transform" a field of MonoBehaviour?
a2d27d No.15532578
>>15532572
Nevermind, docs say it is
8516fc No.15532622
>>15532513
>>15532568
I'm out of my league. I don't even know C#. Apparently "out raycastHit" is a thing.
8516fc No.15532636
>>15532568
Wait, what do you mean Unity execution order? Awake won't run unless you explicitly call it, right?
8516fc No.15532643
Somewhere, you're going:
CameraCollision myCamCollision = new CameraCollision();
myCamCollision.Awake();
forEveryFrame(){
myCamCollision.Update();
}
right?
8516fc No.15532655
>>15532643
Nevermind, Awake() is like a constructor in Unity.
cbccb2 No.15532661
>>15532636
It's behind the scenes magic, no need to explicitly call it.
Bit outdated info dump post, but afaik the technique used for calling the update/start/awake/etc methods is the same:
https://blogs.unity3d.com/2015/12/23/1k-update-calls/
>execution order
https://docs.unity3d.com/Manual/ExecutionOrder.html
8516fc No.15532670
>>15532661
Yeah I just realized. I don't know how to help, I'm not knowledgeable in C#, much less in Unity.
cbccb2 No.15532687
>>15532670
no worries, and it's understandable; you just want to help which is admirable.
just wanted to correct any misinfo as to make sure we didn't confuse the anon asking for help.
a01b2b No.15532774
a01b2b No.15532795
>>15531543
That's truly fucked up
e8b47b No.15532891
>>15532670
>>15532622
>>15532622
Okay so in C#, you have a supertype - Object - which all other instances derive from. Object has a few common functions, such as GetHashCode() (for Dictionary hashing), Equals() (for testing object/reference equality), ToString() (for debugging purposes), and GetType() which retrieves the type metadata from the CLR (Type derives from Object but that's neither here nor there).
From Object come two different approaches to objects - classes and structs. A class is a reference type. You create a new class instance and you can pass it around. String, List<T>, Object, pretty much everything you can think of is a class. Classes represent "a thing". Structs are value types. When you pass them into a function, a copy of the struct is created and then a local copy is provided to the method. While structs can offer higher performance in some cases, they are easy for inexperienced programmers to stumble with (eg making changes to a local copy by accident). I find it helps to think of structs as "heavy" or "sticky" objects. Examples of structs are int, bool, byte, char, etc. Basically primitive number type in C# is a struct, except for String (which is semantically similar to a char[], but not quite the same)
Consider the following code:
public class Actor
{
public float X, Y;
public int HP;
public int Damage;
}
public static void MoveActor(Actor actor, float x, float y)
{
actor.X += x;
actor.Y += y;
}
Here, you can provide a reference to the Actor object to the method. It completes the reference and finds the object that is being pointed to, and then updates the actual values on the object itself. Nice and simple. (though in practice you'd probably have it as an instance method on a controller object, or on the Actor itself). Here's an example of where ref and out are useful. Remember what I said above how a struct is copied entirely into a function?
// Typical Matrix object used in 3D engines for transforms, etc
public struct Matrix
{
float m00, m01, m02, m03;
float m10, m11, m12, m13;
float m20, m21, m22, m23;
float m30, m31, m32, m33;
}
public static void SetTranslation1(Matrix matrix, float x, float y, float z)
{
matrix.m30 = x;
matrix.m31 = y;
matrix.m32 = z;
matrix.M33 = 0;
}
public static void SetTranslation2(ref Matrix matrix, float x, float y, float z)
{
matrix.m30 = x;
matrix.m31 = y;
matrix.m32 = z;
matrix.M33 = 0;
}
SetTranslation updates a few coordinates of the matrix. However SetTranslation1() is very wrong. What will end up happening here is all 16 floats are copied (a huge operation, especially in a draw loop) and a new Matrix object is created and passed into the function. It updates the homogenous XYZW components of the Matrix, and then moves on. But another problem is that it was the copy of the matrix that was modified. You could fix this by returning a Matrix value from the function call, but this would again copy the Matrix. Instead, if we made this struct-specific function with a ref/out as in SetTranslation2(), it will treat the value type (struct) as a reference object (class). Thus, only a reference is passed and you are now modifying the live object itself. This is good because it only copies 1 float worth of data (the memory address) rather than the whole object.
Ref/Out don't really work with reference types (specifically they return a reference to the reference and allow you to change the root variable was pointing to, but this is seldom useful, especially in simple code). The out keyword works the same as ref, except it means the function essentially creates a new value. Thus you might see "public static void CreateIdentityMatrix(out Matrix result) {}" or something similar. It's also used sometimes in a TryGetValue() pattern eg in Dictionary objects. In most cases, you won't need to write functions yourself that use ref/out, but if you see it it's usually for performance reasons. Games take advantage of this, but in "regular programming" it's not a common case.
e8b47b No.15532924
>>15532396
>>15532430
Well the issue is either on line 25 or 27, since 26 is a brace.
What is "transform"? By convention, namespaces should be uppercase in C#. My guess is Transform.Parent is a null object. It should only ever get to line 27 if Physics.Linecast evals to true, which will generate a RaycastHit object, so that can't be the issue there (plus everything else is a value type and can't be null).
8516fc No.15532992
>>15532774
You're joking right? It looks archaic.
>>15532891
can't you just take a matrix pointer as parameter and return the same?
e8b47b No.15533044
>>15532992
Pointers don't exist in C#. Or at least in managed code. You can compile to an unsafe context and use pointers on unmanaged types only. Otherwise your choices are reference types/classes and value types/structs (via ref/out)
8516fc No.15533149
>>15533044
I always assumed managed code had pointers up the wazoo hidden inside.
e8b47b No.15533172
>>15533149
Well they do, if you look at the IL code that's generated, but it's mostly an abstraction that you don't need to worry about. You just take an object and do what you need with it.
8516fc No.15533201
>>15533172
Since you're being so helpful, can you give a more concrete example of the usefulness of "out"?
e8b47b No.15533232
>>15533201
>>15533201
I mostly use it when I'm generating a value. Useful if you're making math functions, for example, which would allow you to generate values inplace without having to pass things around for extra overhead.
// Linearly interpolate between two vectors
// This method is for performance and provides the base implementation
// that other lerp functions would use
public static void Lerp(
ref Vector3f value, ref Vector3f other, ref float percent,
out Vector3f result)
{
result.X = percent * (other.X - value.X) + value.X;
result.Y = percent * (other.Y - value.Y) + value.Y;
result.Z = percent * (other.Z - value.Z) + value.Z;
}
// Messing with ref/out is annoying. This is a handy wrapper function around
// the more performant version. Basically if we need a lerp'd value we can use
// this call, but if we have to calculate values in a tight loop, we can call
// the other function directly
public static void Lerp(Vector3f value, Vector3f other, float percent)
{
Vector3f result;
Lerp(ref value, ref other, ref percent, out result);
return result;
}
8516fc No.15533318
>>15533232
I'm really not used to seeing variables be affected without a = operator, or even in the same line.
int n;
assign(5,out n);
Shit's wack.
0ca2aa No.15533334
Test animation anon here,
Since last time, finished onHit function, linked it with onDeath, and made a simple particle management, basically copy paste and changing a few values. And then I realized I forgot about the background… I might either copy paste for now or try to merge the behavior with the other object management since there's some pattern emerging out of it.
Also changed is having the move script modify speed values for the simulation loop, and later acceleration, rather than just position since I might want some unit teleporting around, maybe.
Units and projectiles are instantiated from reference data.
Realized at some point that I had script for units path/behavior, but needed a command for the level itself when adding units, which was done and working so far.
Now that I think of it, I should describe a bit more my project now that it's getting some shape, since I wanted to try some animation system in a kind of open world, it would have been too much to develop it in one shot with my skill level. So I'm making a "simple" game for now, a shmup.
Next:
-Coding is less important for now, need more visuals to know what other specific code I have to do
- Correct object orientation (only translation is used for now)
- Specific weapon behavior, only a "machine gun" type is done, need laser and flak/missile type
- Having background
- Sound support
- Other stuff that I don't know yet.
-I really have to do it now:
- Continue/finish basic "concept art" then 3D models, enemy units drawings is about 2/3 done
- Level design, I only have some basic enemy layout in mind for some level. Will have to observe some other shmup rather than just play it.
Took Tuesday off for Valkyria Chronicles 4 release, will continue "later". Just played a bit of Grand Order (bad idea)
e8b47b No.15533390
>>15533318
One other concrete example:
public struct Particle
{
public Vector3 Position;
public Vector3 Velocity;
public Vector3 Rotation;
public Vector3 RotationVelocity;
public Color ColorStart;
public Color ColorEnd;
public float Life;
public float LifeMax;
}
public class Emitter
{
public Particle[] Particles;
public int Count;
public void Update()
{
for(int i = 0; i < Count; i++)
UpdateParticle(ref Particles[i]);
}
public void UpdateParticle(ref Particle p)
{
p.Position += p.Velocity;
p.Rotation += p.RotationVelocity;
p.Life--;
}
}
Here, a Particle is roughly 64 bytes in size. Imagine copying every particle every frame to update it. No way. Instead, we make a general update method and call it on every particle, passing it by reference. Again, this avoids the overhead of copying it, since it is an expensive object (actually we would probably just move the update particle stuff and inline it into the for loop, but whatever).
You could make the Particle a class, which is perfectly valid. However, when you put it into an array, it's not contiguous. You have a fixed set of contiguous references that could be pointing all over your allocated memory. By making them structs, you are making the array 64 bytes per element in size, but it's all contiguous. Operations against this array will be very fast, there is basically no memory graph for the functions to reference and traverse.
Hence, using ref/out here will allow you to take advantage of structs being packed tight in memory, and avoiding other overheads. Outside of specific cases like this, again I don't use it a lot, but it can be very useful.
8516fc No.15533464
>>15533390
Thanks for explaining. It's pointers for C#. It's just such a weird syntax.
3297eb No.15533584
>>15532379
>>15532396
>>15532430
I cannot figure out why this isn't working for the life of me here is my third person camera script as well. I am reposting everything in one post and deleting the original to make it cleaner
8516fc No.15533618
>>15533584
Umm… shouldn't ThirdPersonCamera have a CameraCollision instance inside?
When desiredCameraPos refers to transform.parent, what is the parent, exactly?
8516fc No.15533724
>>15533584
>>15533618
Oh, Unity has a camera thing you attach the .cs to. So transform.parent refers to the camera? I suggest you test this. Add the following to CameraCollision Awake():
Vector 3 desCamPos=transform.parent.TransformPoint(transform.localPosition.normalized, 10.0);
Then check if that gives you an error. If so, the problem will be either in line 24 or 16.
9371c6 No.15533834
>>15533584
You're adding components to an entity when you add monobehaviours (components) to scene GOs (entities). Your camera collider monobehaviour is a component.
Components access the components attached to the entity (transform = this entity's transform component). Calling transform from any monobehaviour attached to that same entity returns the same instance of the component, as each entity may only have one instance of a specific component per entity (GO).
A camera entity that is at the top of the scene hierarchy has no parent entity/transform.
I'd reccomend to familiarize yourself with entity-component architecture as it's the design architecture unity utilizes for game objects (GO or entity) and monobehaviours (components).
My original reply to your post explains your issue.
9371c6 No.15533870
>>15533834
To clarify, as typing on mobile sucks…
Using transform, gameObject.transform, or getComponent<Transform>() all return this entities transform component.
Gameobjects, by default, have a transform component attached (hence u can just use "transform" as the GO has a property to access a component that is always attached).
For all custom monobehaviour components the last option is the goto
3297eb No.15533912
>>15533724
I'm assuming you meant:
TransformPoint(transform.localPosition.normalized *10);
since the ( , 10.0) isn't correct parameters.
and no it doesn't work as *10 either
8516fc No.15533989
>>15533870
So he just needed to write transform.TransformPoint without the "parent"?
Hey I didn't know Unity used ECS. Is it multithreaded?
39188f No.15534313
>>15533989
>Hey I didn't know Unity used ECS.
Mika Acton joined the company in 2017 and has been overhauling shit, including that addition.
>Is it multithreaded?
Unity has had multithreading for ages, both with actual threads and using coroutines. Nowadays it also has a built-in jobsystem, again about since Mike joined.
74205a No.15535114
HookTube embed. Click on thumbnail to play.
sort of playable demo
issues that i can't quite figure out how to fix at the moment:
camera clipping through walls in the spider cave, mesh collider doesn't seem to be doing it's job there because of the inverted normals
items that get disarmed may or may not clip through the wall
https://drive.google.com/open?id=14FKu6VEVeClgmv9srbze0fRazoJpoDKy if anyone wants to try
7795e1 No.15535183
>>15532992
It's certainly not archaic, but yes I am (mostly) joking.
388bfd No.15535317
Opinions on this game idea?
abcac9 No.15535415
>>15535114
>You can pick up single shoes and gloves
Made me laugh when you were running around with one shoe, is there a special reason you chose that system?
c0b265 No.15535416
>>15535317
>default font on solid gray background
>blue and green as button colors
>blurry sprites
>stretched out background
>stretched out animu on solid black background
>uneven grid
>spic speak
>tumblr
Everything about this is wrong.
74205a No.15535419
>>15535415
more customization is always good i guess
7795e1 No.15535426
>>15535317
That doesn't really show gameplay but my opinion is m u n c h*
388bfd No.15535430
c0b265 No.15535447
>>15535430
Even by design it makes no sense. Your play field is 1/3 of the screen, there's an animu on the side for no good fucking reason, the wall of text on the side disgusts me too. I can't read spic but an explanation of anything should be brief and concise, and if that's a story dump, then tell it through characters in textboxes instead of a fucking wall like that.
Basically, it looks like shit. Make the game take place across the whole fucking screen instead, move the HP and MP stuff to the side and the textbox to the bottom, assuming it's a textbox.
388bfd No.15535494
>>15535447
the left field is basically a text game, the center is the map of the text game and the right part is like a VN.
9371c6 No.15535646
>>15533989
Yeah they just need to remove parent in their script's transform calls.
The current architecture is EC and doesn't include the S. As the S part is instead thrown in the components in a more object oriented way (why I always say unity uses EC + OOP).
As mentioned smart people are working on the ECS branch, but it's not production ready yet.
I use the entitas framework with unity as I prefer the ECS architecture.
8516fc No.15535777
>>15535114
That an official youtube for your dev vlog? Or a burner account?
74205a No.15535804
>>15535777
well the old one has shit from when i was 13 or so, so i made a new one
can't use it for a portfolio for job interviews with all the jank in there
8516fc No.15535821
>>15535804
Point is you'll be uploading vids there when you do, so it's worth a subscription to follow your stuff?
388bfd No.15535832
>>15535447
five minutes at godot.
5df370 No.15535850
>>15502651
add hard edges to your model, I use wings and theres an option to select edges and change then to hard edges, but if youre using blender, an anon told me that you have to use smoothing groups
74205a No.15535903
>>15535821
eh sure, but i'll probably only upload the longer videos there
8516fc No.15535925
>>15535903
btw can you kick without the boot?
74205a No.15535953