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

File: e06483a1347a580⋯.png (41.5 KB, 550x550, 1:1, bQe4aENr.png)

File: c0ed39d6bd7ed8e⋯.gif (1.05 MB, 550x400, 11:8, 6f39a6562f2f2c8157983d96aa….gif)

9f8e85  No.15537059

"Spooky scary Halloween" edition

Resources

>>>/agdg/

>>>/vm/

>#8/agdg/ via irc.rizon.net

>http://8agdg.wikidot.com/resources

Links

>Wiki: http://8agdg.wikidot.com/

>Beginner's guide: >>>/agdg/29080

>Previous thread: >>15501773

Announcements

Next demo day is scheduled for November 11, just 34 days away. Please do your best!

0e5d9e  No.15537091

>tfw you can download nightly builds of godot and live at the forefront of game engines


616c0e  No.15537096

Where is the repository/gallery with all the AGDG logos?


9f8e85  No.15537163

>>15537091

>Not making your own engine, thus having secret unreleased tech

>>15537096

I just grabbed some from jewgle


0e5d9e  No.15537177

YouTube embed. Click thumbnail to play.

GDC lecture about some old ladies making games for girls.


9d6af3  No.15537183

>>15537177

Anything actually interesting?


0e5d9e  No.15537186

>>15537183

Just started, but it seems a bunch of old ladies that made games back in the 90's


186eed  No.15537218

File: d8d8f653b0ebaea⋯.png (91.66 KB, 945x784, 135:112, elly new colors.png)

File: 05522d327a7f38b⋯.png (40.5 KB, 800x600, 4:3, feet ref.png)

File: 9da9aec1ea98860⋯.png (87.06 KB, 600x600, 1:1, shoes.png)

New colors, now time to make the most puzzling part, the shoes, they will be medium-sized heels shoes, so this means that either they will be modeled with a different pose in mind, or they will have to adapt t the shoes by animation, we are not really sure how to make it


616c0e  No.15537223

>>15537163

Not complaining. Just asking anons here. I once saw a link that had a bunch.


e116b9  No.15537261

>>15537218

You may be able to use blend shapes to get the feet in the right position and shape.

>>15537223

You can look in the wiki. There's a link in the OP.


186eed  No.15537290

>>15537261

Even if i use a shape key to put the feet in position the character height would still need to be changed, otherwise the tip of feet would go through the ground


e116b9  No.15537328

>>15537290

Shape key to move the entire character up :^) .

Like you said doing it in animation seems like the most reasonable solution.


8fb1a3  No.15537378

>>15537218

I'd model+rig the shoes with a pose and make sure all shoe-wearing animations with that character use that exact pose. The shoes will look weird in the default t-pose, but you probably won't ever have them visible in that pose anyway.


616c0e  No.15537389

>>15537261

>You can look in the wiki. There's a link in the OP.

I've tried. I've gone through the entire Contents index. The closest I get for a supposed gallery is this link:

http://monobook.wikidot.com/doc:features

And that's it.

On an unrelated note, how do NDA's work? Does it require legalese or can you just state things simply and add a date and time? Also, for busy/successful sites and youtubers, should I add the key with the NDA (saying something like "usage of this key means acceptance of the terms") or wait until they accept?


3a57e0  No.15537477

>>15537389

To hold any weight they'd need to be written properly and agreed to/signed. There plenty of free templates available. Presumably you want them to talk about your game though, so why do you need an NDA?


616c0e  No.15537506

>>15537477

To avoid content from coming out before a set date.


616c0e  No.15537517

>>15537389

>>15537477

I'm sorry, the right term was embargo.


cc2097  No.15537522

agdg, seems to be more active now


e116b9  No.15537672

>>15537389

http://8agdg.wikidot.com/wiki:thread-template

>>15537389

An NDA is a contract. A contract lets you sue or otherwise get "legal remedies" if the other party breaches it. In this case breaching the contract is releasing information that falls under the umbrella set by the NDA before a set date. You don't need legalese but if you don't have it the lawyer on the other end is going to have an easy time arguing why you don't have grounds to sue. If you are forming a contract then you are going to want a lawyer.

That's my not-legal-advice section, here's my personal views. YouTubers and small fry reviewers don't have lawyers on retainer. So if you come across as a nice and polite person, have them sign a big scary NDA, and explain that you don't want information released before a certain date then they'll oblige. They don't want to be sued, which means their logical side tells them not to release it eairly, and you were nice, so they don't have an emotional gut response to screw you over.

But if you fuck up once and the other guy actually has a real lawyer read over the contract, then you are in trouble. The other lawyer will probably try to negotiate to get a better deal for his client, in which case you are negotiating with someone who's job it is to negotiate, has gone to school to get good at negotiating, and has years of experience negotiating with other experienced people who's job it is to negotiate.


9f8e85  No.15537721

>>15537672

>The other lawyer will probably try to negotiate to get a better deal for his client

What "deal" is there to be made? You're allowing them to review/access your content with a specific date that they can't disclose it. Is there more to it than that?


e116b9  No.15537781

>>15537721

>Is there more to it than that?

From wikipedia https://en.wikipedia.org/wiki/Non-disclosure_agreement

-outlining the parties to the agreement;

-the definition of what is confidential, i.e. the information to be held confidential. Modern NDAs will typically include a laundry list of types of items which are covered, including unpublished patent applications, know-how, schema, financial information, verbal representations, customer lists, vendor lists, business practices/strategies, etc.;

-the disclosure period – information not disclosed during the disclosure period (e.g., one year after the date of the NDA) is not deemed confidential;

-the exclusions from what must be kept confidential. Typically, the restrictions on the disclosure or use of the confidential data will be invalid if

-the recipient had prior knowledge of the materials;

-the recipient gained subsequent knowledge of the materials from another source;

-the materials are generally available to the public; or

-the materials are subject to a subpoena – although many practitioners regard that fact as a category of permissible disclosure, not as a categorical exclusion from confidentiality (because court-ordered secrecy provisions may apply even in case of a subpoena). In any case, a subpoena would more likely than not override a contract of any sort;

-provisions restricting the transfer of data in violation of laws governing export control and national security;

-the term and conditions (in years) of the confidentiality, i.e. the time period of confidentiality;

-the term (in years) the agreement is binding;

-permission to obtain ex-parte injunctive relief;

-description of the actions need to be done with the confidential materials upon agreement ending;

-the obligations of the recipient regarding the confidential information, typically including some version of obligations:

-to use the information only for enumerated purposes;

-to disclose it only to persons with a need to know the information for those purposes;

-to use appropriate efforts (not less than reasonable efforts) to keep the information secure. Reasonable efforts is often defined as a standard of care relating to confidential information that is no less rigorous than that which the recipient uses to keep its own similar information secure; and

-to ensure that anyone to whom the information is disclosed further abides by obligations restricting use, restricting disclosure, and ensuring security at least as protective as the agreement; and

-types of permissible disclosure – such as those required by law or court order (many NDAs require the receiving party to give the disclosing party prompt notice of any efforts to obtain such disclosure, and possibly to cooperate with any attempt by the disclosing party to seek judicial protection for the relevant confidential information).

-the law and jurisdiction governing the parties. The parties may choose exclusive jurisdiction of a court of a country.


9f8e85  No.15537900

File: a1bde84b3c3e30a⋯.mp4 (289.22 KB, 800x600, 4:3, 2018-10-02-1737-44_1.mp4)

>Accidentally implemented zfighting because I passed random shit to the depth part of my draw function

Hey it works though, god bless


616c0e  No.15538082

>>15537672

>>15537781

Guys I meant embargo, not NDA's. Sorry for the mistake. To reiterate:

>How do embargoes work? Does it require legalese or can you just state things simply and add a date and time? Also, for busy/successful sites and youtubers, should I add the key with the embargo terms (saying something like "usage of this key means acceptance of the terms") or wait until they accept?


616c0e  No.15538086

>>15537672

>http://8agdg.wikidot.com/wiki:thread-template

Thank you, though I'm sure there's many more logos out there.


0e5d9e  No.15538105

File: 30b92325d2da51f⋯.png (421.67 KB, 1026x626, 513:313, Captura de pantalla de 201….png)

wasn't as easy as I wanted but wasn't so hard to make, pls rate.


9f8e85  No.15538183

>>15538105

I still have no idea how to implement text wrap and I've been programming for over a decade.

I assume it's just a matter of getting the character length, dividing the string into word segments and measuring it appropriately


68c661  No.15538203

>>15538105

Why is the screen capped? Why is there some textwall on the left side, why is there an animu figure on the right. Is there character speech in that text? Is it info text? Can't speak Tacolanguage. How about you give us some information on what you're even doing because i am seriously confused here, i've never seen such odd layout.


0e5d9e  No.15538211

>>15538203

the left text is just a text game, using maybe poetrhy (that's why is in spanish), some basic menu with options, like examinate or grab.

the center area is the map, works like a roguelike.

the right area is just cutscenes, dialogs, emotions, etc.


2a0662  No.15538218

>>15538183

>Been programming for over a decade

>Doesn't know almost every language has a word processing library that supports some form of word wrapping

What language have you been programming in? Machine Code?


a2f4e4  No.15538233

>>15538183

Apparently you do have an idea, because that's a fine solution

>>15538105

It is looking good, I like the 3D effect for the field that you've added.


055911  No.15538243

>>15538105

Colombia?

Venezuela?


0e5d9e  No.15538249

>>15538243

conguito parcero.


055911  No.15538257

File: 83d0f2cd0f59594⋯.gif (902.55 KB, 180x180, 1:1, 83d0f2cd0f5959477614f7d818….gif)

>>15538249

Fellow compatriot.


0e5d9e  No.15538263

>>15538257

Jamundi (20 minutos de Cali).


1c8797  No.15538271

File: 895ccbe1a20266e⋯.png (559.33 KB, 1000x1049, 1000:1049, 0ddbd6c7b2784a4548b625a956….png)

How important would it be for a singleplayer game to allow several gamepad mappings for individual gamepads? In other words, every gamepad plugged in being able to have its own unique mapping and settings, like joystick offsets and so on.

It's a feature that I could implement, but it would be quite a pain, I'm just not sure whether someone would utilize it. Would anyone really switch between controllers often enough to utilize it? At most, you'd switch once if the other one breaks or something.

Any thoughts?


9f8e85  No.15538273

>>15538218

Turing in highschool (2006), various Java/VB shit in college (2010), and C# post graduation (last 8-10 years). It's just something I've never had to implement myself.


0e5d9e  No.15538276

>>15538271

is usefull, not all people use the same keys.


055911  No.15538284

>>15538263

Oh, I'm from Casanare.

Do you make the art too? Looks good, What will be your game about? The 3D map reminds of Turn based games like Fire Emblem.

The trees at the bottom looks kind of weird though.


0e5d9e  No.15538291

>>15538284

I want to make like a harvest moon roguelike somehow.


1c8797  No.15538295

>>15538276

Rebinding is definitely an option, that's not what I meant. I specifically mean this:

>plug in multiple gamepads at the same time

>only really have use for one because it's a singleplayer game

>each gamepad can still support its own mapping

I'm not sure how much use something like that would get. I don't really see anyone switching between gamepads mid-game.


055911  No.15538304

>>15538291

Not sure how that will work, but good luck fren.


0e5d9e  No.15538312

>>15538295

>single player

then is not very much use for multiple controls.

>>15538304

is like the combat is basically farming.


e116b9  No.15538321

>>15538082

From what I can find online, embargoes take the form of forums that you write your name and company name on. They are not legal documents and the most you can do against someone who breaks it is put them and their company on a blacklist and say you aren't going to send them any more games. It doesn't even usually last if the reviewer is a part of a big company. I don't know how exactly it works over email.

An embargo outlines when a reviewer can release and what forms of media the embargo exists on. Some print companies get to negotiate an earlier release by releasing an online version along side a print version because print deadlines are less flexible than online deadlines.

While a company like Ubisoft probably has their lawyers draw up the embargo forum you probably don't need a lawyer and you don't need legalese. Just make sure it's clear and make sure it covers what you want it to cover. While I don't know how it's done officially, I would say wait until they accept the terms before you send them the key.

>>15538086

There are, but that's the best list I know about.


944bfb  No.15538369

>>15538183

To do it naively, it's not too bad, something like

Set up an output string buffer or some sort of output stream (out)
Define or take in as a parameter a max length (maxlen)
Keep track of the "current line length" (curlen)
For each word (word) in the input stream:
if curlen == 0:
Output word to out
curlen += size(word)
else:
if curlen + 1 + size(word) > maxlen:
Output "\n" to out
Output word to out
curlen = size(word)
else:
output " " to out
output word to out
curlen += size(word) + 1
return out if necessary

The difficulty is making it look good. For instance, if your max length is 80:


Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor
incididunt ut

is correct, but


Lorem ipsum dolor sit amet, consectetur adipiscing
elit, sed do eiusmod tempor incididunt ut

looks better. This is not a simple problem to solve, especially when you have a lot of lines. It even gets more complex when you introduce the possibility of hyphenation (see http://defoe.sourceforge.net/folio/knuth-plass.html for knuth's or https://xxyxyz.org/line-breaking/ for more generic discussion).

>>15538218

It's not really that common. Only python has it in the standard library. A lot of languages don't have popular word wrapping libraries.


2a0662  No.15538391

>>15538369

Doesn't C have a library with word wrapping?


7bb6cc  No.15538395

>>15538295

It's not necessary if it's singleplayer, but is necessary for split screen (just same re-mapping functionality per gamepad).

Also just save the keys mapped to the particular controller type, and reload those settings when the player switches to that controller.

Dragon's dogma uses a system where it auto-switches based on which gamepad had a key last pressed, and saves/reloads the mapped keys.

>>15538082

Humm doing anything like that is sort of "pushing it" in terms of the unspoken agreement one has between a YTer and an indie developer.

Though, if you're AAA, AA, or a hugely popular indie dev like Hopoo or notch then nvmd; this only really applies to indies w/o the huge rep.

The YTer has the power in negotiations.

Most likely, they can ignore it, and no harm is done to them; the inverse it likely for you.

In essence, any semi-popular game YTer is offered a lot of games to review, and are doing you a favor.

Saying; "i have this list of demands to play my game, and you have to read all of this shit, possibly get a lawyer, and then I'll try to remember to send you a key."

As opposites to, "delete email, what a pompous ass, done".

You need to sell them the experience of playing your game. Give them reasons as to why they'd want to play your game over the sea of other games, and why it's worth their time; without wasting their time explaining the above.


e03ad2  No.15538528

Man I fucking hate using Unity. I've been planning on switching to libgdx but I wasn't sure if it would be worth it. whats everyone else' experience with it?


7bb6cc  No.15538575

>>15538528

>Man I fucking hate using Unity

Why is that?

Also if you list of reasons why you do and don't like it, then maybe anons can provide alternatives that match your preferences more.


09e6c6  No.15538661

>>15538528

I enjoyed libgdx, it's the first thing I picked up when I decided to start game programming. I wanted to do some shader stuff and it used some megashader by default I think, so I implemented my own spriting system and then down the rabbit hole I went, a couple years now and still no game. That said it's a great option and it's absolutely one that I would go back to, sorry I don't have better specifics to list for you.


e574a9  No.15538939

File: 38cb56e514d7e28⋯.png (22.52 KB, 90x112, 45:56, all the niggers are dead.png)

Been drawing for a time and decided to try this pixel art bullshit. Any critical pointers to feed me? I also need some sources on animation.


616c0e  No.15538958

>>15538939

That actually looks pretty good. Two things come to mind: the cape is hovering above him instead of resting on his shoulders and the face looks like a mask worn on top of a grey skull.


e574a9  No.15538966

File: ffc5196365ab272⋯.png (233.96 KB, 840x708, 70:59, 1400280547859.png)

>>15538958

>the cape is hovering above him instead of resting on his shoulders

Yeah, I'm going to make 2 orbs floating there. It's a retarded design, I know, but I find it cute.

>the face looks like a mask worn on top of a grey skull.

Gonna work on it. Thanks, mate.


944bfb  No.15538973

>>15538391

Not one that I'm aware of. Most places I see just reimplement it themselves, because it's fairly easy enough. If you have a mutable string, you can even do it in-place.


9f8e85  No.15538976

>>15538939

Looking at the sprite index data, I see a lot of partially transparent colors. If it works for you, do it, but it is something I personally try to avoid like the plague in my own work. I either use fully transparent or none at all (when indexed). Right now you're using like 60 colors in your image, as opposed to the 10 or so it would take.

I know you're not using 0% black for the outline, but it's close. Try to avoid this. Use color theory to use perhaps a very dark, saturated blue for the outlines of the bones. Likewise, the side of his skull is outlined in a hard black - you should only put an outline on something if it's not "connected". It's part of the same shape so make it look that way. Also consider a slightly yellow tinge to the bones, because they're never pure white.

Also consider a slightly orange-yellow color for the eyes as well, perhaps using two colors instead of hard red


e574a9  No.15538990

>>15538976

Oh, I didn't even realize I shat all over it when I tried using a big eraser.

I'll play with the colors and adjust those outlines. It's really something that was bothering me, but having to work with squares is really something I didn't expect to be.


616c0e  No.15539028

>>15538990

No one expects to be, but we are.


9f8e85  No.15539103

File: 33d1066cbc116dd⋯.png (102.81 KB, 808x627, 808:627, oh no.png)

So my texture sorting is going well.


fa5146  No.15539155

File: f4363a826f69557⋯.jpg (13.79 KB, 386x102, 193:51, FullyErect.jpg)


e116b9  No.15539162

>>15539103

I never realized there was a version of Bogosort for texture sorting.


9f8e85  No.15539204

File: 3bc316d3c6663d5⋯.png (248.55 KB, 808x627, 808:627, ClipboardImage.png)

>>15539103

>>15539162

Turns out the problem was that I had to work in 4s but I didn't multiply everything consistently. Now it works.

So now it has batched draw calls (immediate, deferred, by texture, by depth, by depth reversed), and within each sorting mode, it also groups textures into a single draw call if they're sequential.

For example, drawing 2048 sprites with different textures takes approximately 10% cpu, but if i change the sort mode to texture, it will drop to 3% usage. In practice, my game is unlikely to go above 500 draws per update (before batching). Even better is that I don't have my sprite atlases done up yet, so that's another future optimization I can do. I think most modern cards operate within 4k/4k or 8k/8k texture sizes now, and I'd be lucky to use up a quarter of that


e116b9  No.15539838

File: acbe6f54d7bcab2⋯.png (132.91 KB, 1253x656, 1253:656, Watch.png)

File: d892e06bee625c9⋯.jpeg (34.6 KB, 403x483, 403:483, Photo reference.jpeg)

I decided to try modeling while just worrying about topology and not number of polygons. This is just a hard-surface modeling exercise, obviously something this small at such a ludicrously high poly count isn't fit for a game.

The watch is a Casio A168.


e2549d  No.15539852

File: 666daa99a50b187⋯.webm (1.37 MB, 640x360, 16:9, collision.webm)

File: c91018e9db66c70⋯.webm (1.48 MB, 640x360, 16:9, stand.webm)

File: a74fcf6a858605d⋯.webm (2.36 MB, 640x360, 16:9, knockback.webm)

I made Cool & New movement & collision code.

>Collision-boxes are now actually cylinders instead of boxes

>You can now slip around corners (webm1)

>Whether you are standing is now determined by floor being below you, rather than your downwards momentum (webm2)

>Other things like knockback and push have been rewritten to use momentum instead (webm3)

>>15537059

>Next demo day is scheduled for November 11, just 34 days away. Please do your best!

W R O N G


e2549d  No.15539885

File: fe24c354c9b2a32⋯.png (129.49 KB, 1280x720, 16:9, Screenshot_20181003_103302.png)

>>15538183

The way I do it is by walking forward from the start of the string. Every time I encounter whitespace, I check whether the string so far fits (best done by counting as you step through the string) and if it fits, store in a separate variable the string position. If it doesn't fit, I render characters from the start of the string to the stored string position, and repeat this routine from the string position.

Two more tricks to improve this:

>If the string doesn't fit, but the string position matches the start of the string (meaning the first word doesn't even fit), then the string is considered to fit anyway. This allows excessively long words to clip outside of the box and not break rendering. (To prevent the text from being rendered outside of the box, I use glScissor, clipping it inside. This is also how I clip things vertically.)

>If the whitespace character is a newline, I'll end the line early, allowing easy support for newlines.

Also completely disregard what >>15538218 says because a library doesn't know the size of your characters, especially if you later decide to implement formatting that allows you to vary the size of characters mid-string.


72efb3  No.15539996

File: 1c3b2aae9649eef⋯.jpg (3.85 KB, 189x189, 1:1, 1c3b2aae9649eef5e3bdeb615e….jpg)

>job interview for gamedev via skype

>they ask me for project files of something i've done recently

>gladly send them drive link to whole project

>only after interview ends do i remember i have gachimuchi sound effects in the audio folder

welp, time to go work in a super market


10471f  No.15540019

>>15539996

Maybe they know about aniki too. Imagine.


2bb9ff  No.15540029

>>15539996

Not only is there a pretty decent chance they won't notice or know what it is, there's also a pretty decent chance they won't give a shit.

Reminder that Shinobu-dev got a job by showing them a VR marry-a-loli simulator.


72efb3  No.15540035

>>15540029

in that case i'll probably just fail because of all the spaghetti in there

i've had better interviews and demos where i've failed because of non-ideal code


88b4c9  No.15540180

actually use the >>>/vg/ thread you fucking nudevs.


3cd5d6  No.15540217

>>15539996

>drive link

>not proper version control


72efb3  No.15540228

>>15540217

i use drive as a backup, i also have duplicate projects on a mobile hard drive and i still use unity collab as version control

i'd like to think it's enough


be6698  No.15540482

>>15540180

>ID'd posts from 6 months ago

>cyclical so you could technically be tracked indefinitely

If I wanted to be datamined I'd post in reddit..


f2208e  No.15540695


ca0693  No.15540938

>>15538086

then go through the thread archives and add them

>>15537522

makes me happy


88b4c9  No.15540944


616c0e  No.15540954

>>15540938

You got me there.


92115a  No.15540980

File: f8b1408661c79c9⋯.mp4 (3.75 MB, 1280x720, 16:9, yct7PHJCIjnbUsPG.mp4)

did MoM dev leave us?


1c8797  No.15540996

>>15540980

MoMdev became Mombot


2bb9ff  No.15541031

>>15540980

He's always posted rather irregularly, usually popping back in with a bunch of new features and then updating regularly for a while, before going back into hermit mode.


186eed  No.15541385

File: 20b15ed79c29e54⋯.png (85.32 KB, 798x844, 399:422, Elly.png)

File: ca772149e521d3f⋯.png (103.91 KB, 1056x856, 132:107, Elly2.png)

File: 3ca5dcc15a57d0b⋯.png (90.65 KB, 800x1200, 2:3, shoes.png)

Finished modeling Elly Clothes, they are 8 independent pieces

The cape was the hardest, it will require a special rig that will "follow" Elly's main rig, similar to how we did Adam's Scarf, her hair and wings will also use something similar.

The shoes were easier than expected to make, but they will be giving me more work later because they will require a special walking animation

Now i need to properly texture everything, specially the frills, which right now are just flat cloth


84f001  No.15541426

Who would've thought that having a todo list actually helps getting shit done


9f8e85  No.15541490

>>15541426

>Be nodev

>It's a to-don't list


f2208e  No.15541811

>>15541490

>>15541426

I have a to-do list. My problem is I don't know how to do anything on it.


186eed  No.15541841

>>15541811

I do have several, but every time i start working on an item, i figure it needs its own TODO list with subitems

Shit is always harder than it seems


31037c  No.15541968

How do you go about on making a dev-team? I mean, i can't pay salaries, how can i find people to want to join my project?


1c8797  No.15541978

>>15541968

Depends.

If you're a talentless ideaguy, instead of making a team, you should make a gun and shoot yourself.

If you actually have some tangible fucking skills, then show your project off and say "hey, I need X, Y and Z, if you want to join, please get in touch".


84f001  No.15541981

>>15541811

Divide and conquer anon, my only issue is that some times I'm forced to redo some stuff to take account of something new, it's awful when you have to untick something you did already.


0d1e5d  No.15542062

File: 870564a0d006849⋯.gif (6.03 MB, 391x391, 1:1, 2018-10-04_00-07-00.gif)

Added these kinda' projectiles that rotate around their parent. Also added alt fire modes for weapons by nesting weapons inside of weapons, and activating them when the criteria is met.

Not satisfied with the effects but whatevs.


9f8e85  No.15542084

>>15542062

Sorry how did you do your lighting again? You're drawing it to a separate texture and then either using additive or subtractive lighting, right? How did you clamp the darkness into stages again?


616c0e  No.15542105

>>15542062

You stuff looks so cohesive. I'll buy it whenever it comes out.


0d1e5d  No.15542143

File: 54cc00fd0ed7df1⋯.gif (397.42 KB, 361x475, 19:25, 2018-09-18_03-26-21.gif)

>>15542084

Draw gradient light texture on black texture additively (Using HDR) -> Shader Starts Here -> Convert RGB to HSV -> Posterize Value -> Tonemap -> End of Shader-> Draw texture over game using multiply.

>>15542105

Thanks! Glad my autism pays off.


e116b9  No.15542151

>>15541968

I've explained this before. Maybe I need to make an entry into the wiki so it can just be linked whenever someone asks.

Pitch your game. If you have a prototype or proof of concept then post that.

Layout what tools you are using. (Engine, version control, etc.)

Layout what is already finished. The design document is the only thing that needs to be mostly finished. Anything else, art, code, story, is just icing on the cake but makes people want to work with you more.

Explain what needs to be done.

Go over what skills you need.

Go over what skills you bring to the table.

Give a method of contact, like email or steam username, and say how everyone is going to stay in contact. Slack? Riot.im? Telegram?


0d1e5d  No.15542173

>>15541968

Step one: Become a 1MA (This is like a 10K hour step)

Step two: Make something other people will see worth in

Step three: Find people who can follow your directions and enact your vision

????

If you haven't shown the dedication of working on something for years, or have pure raw talent, it would seem like it'd be hard to convince anyone that it'd be a good idea to join you.


7bb6cc  No.15542488

>>15542143

>>15542105

I have similar plans to buy it when it comes out.

I'll try to get my buds on steam to buy it too.

keep up the good work mang


9f8e85  No.15542581

What's a good program to record video with? OBS doesn't preserve pixel quality and makes it into a blurry mess. I have an older version of it and can't update since it requires Windows 8 or a service pack I don't want to install.


f3438f  No.15542753

>>15541385

That's my favorite 3D animu grill I've ever seen in this thread, is she original or an appropriation?


186eed  No.15543095

>>15542753

Original

My game will have several waifus, she is the second one i made so far


bbbc3a  No.15543387

>>15541385

I'd fug it. Why did you name her after the Xenogears bitch tho?


085d73  No.15543661

>>15541968

Have a good project and ask if anyone wants to help, there's all kinds of issues. If you don't have a good vision people won't join, and if it's a project that will be sold commercially people need reassurance that you won't take their shit and not pay them, that's probably a hard thing to do.


186eed  No.15544036

>>15543387

I didn't remember almost anything from the first Xenogears, or are you talking about the most current ones?

Anyways, her name is Elisabeth, Elly is a nickname


5544a3  No.15544171

What's the correct way to handle UI input like sliders and buttons and shit? Function pointers? Hardcoded switch statements?


9e4bbb  No.15544204

>>15544171

for unity or something else?

unity has those fields where you can select a gameObject and a function from whatever components it has, calls that functions and then you usually get the value from the slider to do whatever

otherwise you have to keep track of input to figure out what you're doing


784b62  No.15544286

>>15544171

Of those two options I would tend towards the function pointer style solution


dc8c65  No.15544342

>tfw keep learning new optimization tricks

Computed gotos are op


8deee1  No.15544906

File: 7854b988d0c1f7b⋯.mp4 (3.39 MB, 774x510, 129:85, interpolation.mp4)

Implemented proper bone interpolation in my engine. This helps make my animation transitions smooth. Not sure if noticeable on the video, but it feels better controlling the character now.


e116b9  No.15544932

File: 2890339cda7feb3⋯.png (30.67 KB, 153x164, 153:164, heavy_duty_erection.png)

>>15544906

>That squash and stretch when jumping and landing.


068461  No.15544935

>>15544906

Looks good, man.

>>15544932

Speebot also used squash and stretch pretty nicely.


8deee1  No.15544957

File: 8fd75d5974eab8a⋯.mp4 (6.07 MB, 928x640, 29:20, char_animations.mp4)

>>15544935

>>15544932

Thank you, I wanted it to look bouncy. Glad that it's noticeable.


186eed  No.15545250

File: 5f51456c8d1ad39⋯.png (74.71 KB, 819x634, 819:634, frills.png)

Doing frills now, they are semi-transparent


775ff8  No.15546084

>>15544171

UI elements emit events. These events have a type, like click, gainedFocus or text input. They also have some data, like time, mousePos, inputText. Functions can be registered to receive events. Registration is done on elements of the UI tree, not globally. Events bubble, meaning that when an event is generated, the generating element is first checked for handlers, then it’s parent and so on. The origin element is a parameter of the event.


63a60b  No.15546098

>>15546084

So the child element handles the event and then passes habdling to its parent?

How wonderful a scroll bar be implemented? It has 3 clickable regions (plus minus and the bar) which makes me feel like implementing as a parent control with 3 button control children but this seems unintuitive.


759da8  No.15547362

YouTube embed. Click thumbnail to play.

Getting there still rough on some sides.

Will polish for wednesday.


9e4bbb  No.15547537

File: 5b421591d1bd9b4⋯.gif (144.27 KB, 126x126, 1:1, 5b421591d1bd9b4f82d295d721….gif)

>>15539996

nevermind, it worked, am pro gamedev now


10471f  No.15547553

File: 8fc1def5b73272f⋯.jpg (61.12 KB, 410x621, 410:621, i.jpg)

>>15547537

Congratulations.


e1f714  No.15547566

>>15547537

wew. Good luck, bro. You started these threads, it will be hard should you go away, not being the A in AGDG anymore


b44759  No.15547572

>>15547537

Congrats my man, hope you have a great time


e2549d  No.15547579

Invidious embed. Click thumbnail to play.

28c7bc  No.15547786

File: d19c013415cd096⋯.gif (1.47 MB, 320x240, 4:3, herestoyou.gif)


3a57e0  No.15547862

File: 2a3bce276eac61d⋯.png (24.22 KB, 800x600, 4:3, ed - floor.png)

File: 445be71312da339⋯.png (24.23 KB, 800x600, 4:3, ed - selected.png)

File: 890675ccf837234⋯.gif (352.34 KB, 670x319, 670:319, oct 4.gif)

Some progress from yesterday.

>Bitwise tiles from level data, so you just need to define walkable tiles in the editor

>Support for background/foreground textures so can easily add unique non-tile based sprites to levels

>Multiple exits with different destinations

>Can pick up/carry/put down appropriately flagged entities

>Teleporters

>Cherry pickup that spawns a controllable clone

>Rough directional sprites

>Mocked up changes I need to do to editor when porting it over

>>15547537

Congrats anon.


f2208e  No.15547867

>>15547537

I have no reaction images on my laptop at work but congratulations!


10471f  No.15547906

File: 5300aba63c1cddf⋯.jpg (252.63 KB, 1279x722, 1279:722, 3cWpS6F.jpg)

>>15547867

>browsing at work

You madman.

>not carrying a stick with a collection of fundamental reaction pics on your person at all times


9e4bbb  No.15547955

File: 05b89d02d59c4d1⋯.mp4 (219.07 KB, 480x360, 4:3, without further interrupti….mp4)

>>15547867

in retrospect i should have used this one


2bb9ff  No.15548017

File: e30422f43ef18d8⋯.jpg (10.14 KB, 480x360, 4:3, makin' it.jpg)

>>15547537

Congrats anon, I also got confirmation for my internship yesterday.

We're all gonna make it, brah.


9f8e85  No.15548028

YouTube embed. Click thumbnail to play.

c5d86b  No.15548031

File: 00e94600c31364e⋯.jpg (1.14 MB, 1036x1948, 259:487, 1339030675555.jpg)


e116b9  No.15548419

File: 11d0f783b8ceca7⋯.jpg (9.74 KB, 240x200, 6:5, 1443909496053.jpg)

>>15547537

Congrats anon!


1c8797  No.15548426

File: 4bbf5806f8d8c44⋯.jpeg (58.99 KB, 400x400, 1:1, 0d32e9a9e79f809f91e56d979….jpeg)

Trying to optimize some basic things now. Does anyone have any conclusive tests as to whether vectors are faster than arrays in c++? I did some rough tests and it seems like vectors are a bit faster, strangely.


e2549d  No.15548436

>>15548426

It depends what you're doing with them.

One of the main reasons vectors end up being faster is because they don't free memory when their contents shrink. They'll keep it allocated, whilst a naive resizable array approach tends to not do that.

There's also some nonsense with emplace versus copy involved since you're dealing with C++.


9f8e85  No.15548475

>>15548436

Is it worth creating a new vertex array every draw call, or should I keep two vertex buffers? I have a similar thing with my SpriteBatch class in C#/SFML.

I generate the vertex data as a Quad struct in an array (4 vertices) so I can sort them in groups, etc. When it's time to actually draw them, I have a second array of Vertex, that gets written to. Since I didn't want to allocate an array every draw call, I just keep the Vertex[] as a secondary buffer on the batch class.


d53f2f  No.15548495

File: f0ae9ec7e01618f⋯.jpg (65.86 KB, 720x480, 3:2, ok.jpg)


e116b9  No.15548496

>>15548426

Vectors are just dynamic arrays under the surface with a bunch of code supporting them. They allocate more memory than needed when growing in size because memory allocation is very expensive computationally and should be done as little as possible.

http://www.cplusplus.com/reference/vector/vector/

In addition to what >>15548436 said, the code written for the standard library is well written for a general use case. It could be that the code supporting the array under the surface of the vector is just better written than you're own code supporting an array.


e2549d  No.15548534

>>15548475

Which method of batching is the most efficient depends on a whole bunch of factors, like the size of data unique to the instance, size of data reused between instances, the amount of memory available in GPU registers and caches, method of batching used as well as how the drivers work with it.

I don't have enough experience in OpenGL to tell you which is the best for your case. But my money is on why the fuck are you trying to optimize drawing sprites you fucking retard? any GPU from this millennium is capable of drawing thousands of sprites, so why are you wasting time trying to batch a bunch of fucking sprites? do you even have any benchmarks to show that the draw calls are a significant bottleneck in your rendering process, or are you being a filthy nodev that wastes his time worrying about inefficiencies in unfinished software that can always be easily fixed at a later date?.


616c0e  No.15548564

>>15548534

Tough, but fair. Perfectionism is a curse.


f2b392  No.15548640

File: b68b7559e2b5968⋯.jpg (665.58 KB, 2079x3056, 2079:3056, Mozart.jpg)

I'm trying to help a friend find an error in his C#. He has a main menu, and somewhere his code creates a timer object, then later starts the timer. Except it's creating multiple and then spamming his main menu on .Tick().

Wouldn't this only happen if the timer object wasn't static, and/or the class where it's defined wasn't static? Basically I am thinking his error is that his code is creating multiple instances of that type of object when it only needs one…


e2549d  No.15548776

>>15548640

>Wouldn't this only happen if the timer object wasn't static, and/or the class where it's defined wasn't static?

No.

If you define a Timer variable, regardless of whether it is static or not, you are not actually allocating a timer. You are just allocating a reference to one. The "t = new Timer" creates the actual timer object, and makes your variable refer to it.

This distinction is important, as making your variable point to something else does not delete it. It only gets deleted when it is no longer pointed to by anything or "in use". If a timer event is scheduled to call your main menu .tick() every 0.1s, then it will continue to do so until stopped. And only then will it be considered no longer "in use".

In other words, if you have a static timer variable t and a function to assign it to a newly created timer, then calling that function 5 times will leave you with 1 timer that your variable t refers to, and another 4 timers spooking about without you having any references to them, all 5 of them producing events.

>Basically I am thinking his error is that his code is creating multiple instances of that type of object when it only needs one…

It probably is creating multiple instances, but you can't solve it by making a reference to it "static". It solves nothing, as these timer objects are kept alive by threading components of C#.

Instead of being an idiot about it, just search through the code where these times are being created and add a debug output there. Run it and you'll know immediately whether or not he's creating multiple timers.


f2b392  No.15548876

>>15548776

>Instead of being an idiot about it, just search through the code

it was discussed via telephone, fag.

>if you have a static timer variable t and a function to assign it to a newly created timer, then calling that function 5 times will leave you with 1 timer that your variable t refers to, and another 4 timers

isn't static supposed to make the variable pertain to the set of all instances, and without static the variable pertains to a specific instance?


c80abf  No.15548932

Does anyone know where to pirate unity assets? I want to test them out before buying anything.


e2549d  No.15548942

>>15548876

>it was discussed via telephone, fag.

Sorry. I was running on the assumption you would actually try to solve the problem yourself before confronting strangers on the internet that know nothing about your project.

>isn't static supposed to make the variable pertain to the set of all instances, and without static the variable pertains to a specific instance?

Yes, but the variable is a reference to an object, not the object itself.


e116b9  No.15548949

>>15548932

CGPeers.com has a pretty good collection. You'll have to wait until the 15th to join however.


186eed  No.15549022

File: 9a62dfb544398a2⋯.webm (11.44 MB, 720x308, 180:77, 9a62dfb544398a25fb89f2736….webm)

File: b1d672496e24e02⋯.jpg (103.54 KB, 788x526, 394:263, b1d672496e24e02ea45e142d89….jpg)

Rewrote a lot of stuff of how the finished terrain mesh gets it's information. Now it is all from the mesh where previously I would need a ton of MaterialPropertyBlocks to tell the mesh renderers the needed information.

As a interesting side effect, the finished terrain made on the early version which lacks the information looks like this.

As an extra, now, for the first time, the normals actually fucking work. I spent MUCH more time than I care to admit making the normals work, after fucking months it finally does (I didn't spend actually months on it, but over 8~ months I tried to fix it for a couple of hours or so about 12 times or more with no luck)


ca0693  No.15549038

File: 97938cb91b828be⋯.png (637.33 KB, 739x495, 739:495, ClipboardImage.png)

has the joke gone too far?


28c7bc  No.15549072

>>15549038

give them tactical shotguns and call it madness


e116b9  No.15549079

>>15549072

Sounds like a job for modders.


7b5057  No.15549241

Sell me on Godot


fa5146  No.15549249

>>15549241

it's not unity


e2549d  No.15549253

>>15549241

it's not unreal


e116b9  No.15549259

>>15549241

it's not gamemaker studio


8c10af  No.15549273

>>15549241

It's not the Rockstar Advanced Game Engine


186eed  No.15549284

>>15549241

it's not RPG Maker


2bb9ff  No.15549295

>>15549241

it's not Lumberyard


dad2a3  No.15549327

>>15549241

It's not source


616c0e  No.15549348

>>15549241

It's not Frostbite


068461  No.15549387

>>15549241

It's Godot.

If you like Python or C# and want to make 2D vidya, it's a no-brainer compared to GM:S and Unity which renders a flat surface in their 3D engine and calls it 2D. There are better FOSS 2D engines out there but they're either highly specialised or lack fancy engine IDE shit.

The 3D engine is a mixed bag. Its PBR implementation is great, but the 3D engine lacks some QoL features and is fairly VRAM heavy so it's best suited to games with high-fidelity visual styles. Godot 3.1 is adding lots of stuff to help fix this except occlusion culling, that's on hold until 3.2 but the biggest improvement is a toaster-friendly GLES2 renderer which still supports PBR.

tl;dr use it for 2D vidya but the 3D engine might not fit your game


1bf38f  No.15549388

>>15549241

It's not done.


941632  No.15549495

File: 27f34897ad36727⋯.gif (1.81 MB, 300x169, 300:169, ec692d4567496553be12b59478….gif)

Is there a reason why Steamworks is so exploitable? Theoretically you can list your Game Server on whatever Steam AppID you want without ever owning any legit AppID or releasing your game on Steam. In fact there are currently 140 Servers online on an AppID that's supposed to be a testing ID for indie devs.


0f2bcd  No.15550058

File: 78760e250e1a11f⋯.mp4 (5.38 MB, 1280x720, 16:9, 2018-10-06 00-03-13.mp4)

God bless old Quakec script/tutorials


6749ca  No.15550079

>>15549495

>highspeedserialsexualassault.gif


243d81  No.15550095

File: 90af7ec07365e89⋯.png (8.16 KB, 300x121, 300:121, ClipboardImage.png)

Here's a question

now that godot has sucked the tranny CoCk, what engine does agdg recommend?


616c0e  No.15550139

>>15550095

An identical fork of Godot with the slave/master names restored.


068461  No.15550162

>>15550095

>sucked the tranny CoCk

>doesn't have a CoC yet

Here's your (you).


e116b9  No.15550163

>>15550095

You don't have to give any money to Godot and they can't do anything against you if you decide to make tranny-killer-9000 where you play someone who is terrible at driving manual and ruins many automotive transmissions. Just keep using Godot if you like it.

Other than that you can make your own or find some other FOSS engine that can do what you want. I'm currently looking into Armory and it seems interesting, though it's unfinished and still very rough.


6ffb8c  No.15550166

>>15550095

Make your own engine. It's actually kinda fun.


9f8e85  No.15550212

>>15548534

>why the fuck are you trying to optimize drawing sprites you fucking retard

Many engines such as Unity, GameMaker, and even Godot suffer from some cases of bloat or poor performance, plus it's good to learn.

And also, because SFML doesn't provide this. SFML gives you a generic draw command that takes a very particular Vertex struct, and gives you the classic >Draw(Vertex[], start, count) pattern, with no optimizations. It even provides a Sprite class, but this are immediately pushed to the graphics card with no batching, and even if I tried to use their class intelligently, it's many many times slower than my own implementation, and I did profile this extensively to make sure I was doing correct design choices.

I benchmark to see relative times, and if they're higher than say, 5-10%, then I'll find a faster way to do it.


243d81  No.15550262

>>15550162

Nani? I was told that they had already accepted it or were planning on accepting it sometime in the near future.

>>15550166

>Make your own engine

Nigga you think I know how to do that?>doesn't have a CoC yet


ead357  No.15550276

>>15550166

Waste of time reimplementing worse versions of what many people have done before you.

Why not make your own kernel?


3cd660  No.15550346

>>15550276

Why make a game at all then? You're just going to reimplement a worse version of what many people have done before you.


9f8e85  No.15550382

>>15550212

>>15548534

Hey thanks for bullying me anon. Just to be sure, I went back and profiled my code again and it was just as fast as the default code. Which was strange since individual optimizations were faster and that didn't make sense.

Turns out my textures weren't being sorted correctly. In my compare function I compared a value against itself, instead of the other and as a result, it works correctly now, and is 4x faster than the stock implementation. Thanks!


d53f2f  No.15551169

File: 86e616bdb0337c0⋯.webm (6.18 MB, 818x702, 409:351, inventory 2.webm)

Inventory management is sufficient for now. Now I'll make so the items actually do something when worn.


107794  No.15551465

What do you recomend for a character generator sims-style like?

I'm going to work with Unity and i don't know if i should buy an asset or just try to learn how to do it all from scratch, if there's a tutorial or a course about it anywhere


60f7ae  No.15551490

>>15551465

Just write something to interpret Oblivion saves and make the player start Oblivion first to make their character


fa5146  No.15551549

>>15551465

dont, its a dead end. like literally development hell from the start

nothing will work

no progress will be noticeable

no one knows how to do it

the people who do are not telling or are ashamed of their work around they kind of got to work


c8d08c  No.15551569

>>15550262

> Nani? I was told that they had already accepted it or were planning on accepting it sometime in the near future.

You're thinking of Linux (which is a much bigger problem considering it's importance to the open source community). Godot's only pozzed move was replacing master/slave with master/puppet.


107794  No.15551725

>>15551549

I have no idea of what am i supposed not to do.


765bd6  No.15552040

File: a6ef47ade296722⋯.png (202.66 KB, 1536x1011, 512:337, birdmman.png)

>tfw ugly beak


7bb6cc  No.15552127

YouTube embed. Click thumbnail to play.

>>15551465

It's a bit complicated, but it's possible.

Also note that they're not using blendshapes, as that's the typical approach, and are using a deformation map technique (CPU based though).

Slides:

https://www.gdcvault.com/play/1022086/Innovations-in-The-Sims-4

also if this is your first step into gamedev, start with something smaller/easier, as u should know how2 look up these exact resources


3b0214  No.15552276

File: 63a733d9690410c⋯.png (221.78 KB, 1289x870, 1289:870, Shapekey Example.png)

>>15551465

Blendshapes are used in most character creators.

Use Fuse CC(Free) or Manual Bastioni Lab(Free Blender Addon) to get yourself a bunch of characters you can use as a base to learn how to make Blendshapes and how to implement them in your engine, if you're not good enough to make your own characters yet.


8deee1  No.15552305

File: 42b5bed42e917e8⋯.mp4 (4.02 MB, 844x536, 211:134, lantern.mp4)

There's now a lantern attached to the guy's belt to carry the flames with. Should I keep the lantern or find a different way to visualize this game mechanic?


d53f2f  No.15552365

File: d1d7d978860283b⋯.png (1.26 MB, 728x1142, 364:571, ClipboardImage.png)

>>15552040

What's the lore behind this guy? Does he have to have a human skull? He kinda looks like man-faced dog type of creature as of now.

>>15552305

When it's out it's a neat detail, but when it's lit it looks like his robe is on fire. Maybe make him take off the lantern and hold it in hand when he gets the fire?


1248df  No.15552379

Question for Win32 faggots (or enginedevs I guess). How do I use WriteFile() at a certain position in the file? I have use SetFilePointer() to set the pointer at the position I want, but it clears all of the file to 0 and writes to the position I specified.

bool32 WriteFileSegment(char* filename, uint32 startPos, uint32 memorySize, void* memory)
{
bool32 result = 0;
HANDLE fileHandle = CreateFileA(filename, GENERIC_WRITE, 0, 0, CREATE_ALWAYS, 0, 0);
if (fileHandle != INVALID_HANDLE_VALUE) {
DWORD bytesWritten = 0;
SetFilePointer(fileHandle, startPos, 0, FILE_CURRENT);
if (WriteFile(fileHandle, memory, memorySize, &bytesWritten, 0)) {
result = (bytesWritten == memorySize);
}
CloseHandle(fileHandle);
}
return(result);
}

Has anyone else encountered this? Is this a really bad idea and should I just use multiple files (i am trying to write tilemap data into my level format which is in one single file)? Last time I posted about C I got called a retard for abusing the language, so am I doing that again this time?


6ffb8c  No.15552412

>>15552305

The lantern is hardly noticeable when you're not carrying any flames. Also, it would make more sense for the lantern to be unlit when not carrying flame.

Is there going to be any action or animation for when you steal the flame and/or light the posts? I presume your intention is that the item is meant to be passive, otherwise it might look better if the character was holding it with their hand while its active.


ead357  No.15552430

File: 88fc7ac9e108b98⋯.jpg (67.26 KB, 1057x743, 1057:743, 88fc7ac9e108b987f620931d3c….jpg)

>>15547537

Good job.


765bd6  No.15552437

>>15552365

hard to explain the lore, in simple terms he was a human man who has been mutilated into being a bird like human for fun


3b0214  No.15552452

>>15552305

Maybe put some kind of crownlike lantern on top of his head to carry the flame, or have it floating around him like a ghost lantern. Considering the flame is probably an important feature, you should make it more flashy. Also i thought for a second that guy is on fire because all the flame particles are coming out of his body.


5d1f3d  No.15552463

>>15552379

I think theres a function to set the write position, but you need to know the exact spot. Easier to just write new or append to end


1248df  No.15552525

>>15552463

Yes, it's SetFilePointer which I have, but but the entire file gets overwritten with the previous bytes being cleared to zero, so my file header is wiped out. I am not using C++, just plain C so no new for me, unless you are talking about something else. I cannot also just appened to the end because I am storing multiple rooms of tilemaps in one file, however that may or may not be a good idea, I don't know yet. Maybe this problem is a sign that it is a bad one.


068461  No.15552537

File: 3c951f0766781ba⋯.jpg (146.19 KB, 901x1000, 901:1000, 1470964878796-1.jpg)

>>15552305

>not replacing the head with a big lantern and making it lantern girl

>not giving her an anxious little dance when she stands in place with her lit lantern head


e31227  No.15552657

>>15552379

CREATE_ALWAYS always creates a new file instead of opening one


e31227  No.15552669

>>15552379

Is there a reason you're using winapi for this instead of the C standard library?


1248df  No.15552682

>>15552657

That's it, it works now. Thank you my man.


1248df  No.15552690

>>15552669

Not really, just autism.


e31227  No.15552701

>>15552690

That's a good enough reason in my book


ead357  No.15552729

>>15549241

its not good


ead357  No.15552741

>>15550346

Games are media. What separates games from other software is that games contain art, music, and story that set them apart from tools such as kernels, engines, and libraries. A tool helps you deliver the final product, while the game can be the final product.


8deee1  No.15552885

File: a42ecbb3d8c01ff⋯.mp4 (1.74 MB, 576x400, 36:25, fire.mp4)

This will do for now.


e116b9  No.15552897

File: 498a103d218d72f⋯.jpg (46.35 KB, 651x795, 217:265, 498a103d218d72fbcc1b5a5cd6….jpg)

>>15552885

I don't know why I find this as funny as I do.


e51fc1  No.15553213

>>15538263

>el jamundí

Hispachan-tier.


085d73  No.15553343

>>15550058

Pretty cool.


1bf38f  No.15553519

>>15552885

Mac and cheese explosion.


c8d08c  No.15554025

>>15553134

To me, it looks stuttery pulled out, too. Maybe the player controller is stuttering. If you attach a static camera to the player is the stuttering visible?

>>15552305

He could hold it out in front for better visibility.


ce4c50  No.15554040

>>15554025

it's only stuttery with the OverHead() method, when it zooms in on transform.localPosition it's fine.

but I want it to be over the shoulder


7bb6cc  No.15554119

File: 21fd6d84b978245⋯.jpg (7.06 KB, 167x144, 167:144, 1422301069169.jpg)

>>15553134

>requires hand holding for basic shit

your future sure looks bright if you only need to ask multiple times for a simple problem!


c8d08c  No.15554124

File: 72c53ad5ba5b0a9⋯.jpeg (36.87 KB, 394x330, 197:165, life is nought but tormen….jpeg)

>finally figure out a bug with jumping

>I was multiplying the gravity by the delta-time in midair but not on the ground

>it took me months to figure this shit out


d2696e  No.15554308

File: 9f0712457849709⋯.jpg (48.58 KB, 640x480, 4:3, cjaqri9l1nl01.jpg)

I it possible to know opengl and vulkan well enough that you can just write it intuitively?

Opengl I was never able to, I was always having to just go check docs or even blogs to see "fuck which particular state flipping methods do I need to call and in which order before I can do XYZ operation?".

Vulkan so far seems way better sine its an actual API and not just a grab bag collection of `void ARB_Untangle_Knickers_Uifv2(int, int, int, int*, int*)`.

But even after reading over the API and learning how it works, I'm still finding it easier to just copy paste boilerplate from the guide I'm reading than reading "now you need to XYZ" and actually doing it.

Am I just stupid?


ce4c50  No.15554351

>>15554119

I wish it was basic, I'm not the only one having this problem.


616c0e  No.15554467

>>15552885

He's burning himself. Maybe he should hold his arm away when carrying the flame?

>>15553134

>>15554040

>>15554351

So what was the problem?


7bb6cc  No.15554510

File: 0a9876680b9e17a⋯.jpg (33.23 KB, 221x246, 221:246, 1425964317641.jpg)

>>15554351

The issue is when you don't know enough to assess what you do not know, and thus can't perform tasks that extends from that; such as access the difficulty of your task.

Learn more about unity execution order, learn more about the specific character controller approach you're using, learn more about vector math, learn more about unity design architecture, learn more about C#, and then tell me that's a hard problem - you won't; as you'll be able to list all of the possible reasons why that could happen and then fix it.

I get it's amateur game dev, but it's fucking annoying when beginners expect people to do their simple shit for them; when it's self-defeating to have others fix it for you.

Work out your beginner problem yourself with some critical thinking, and if you're inadequate; improve yourself in areas you're weak in, and have some goddamn dedication.

You're not going to get far if you expect others to save the day for you, and especially at the level I know you're at.

I get being a beginner is annoying, and frustrating, but it's about pushing through it, identifying your weaknesses, and improving yourself.

Without that dedication, and self-driven nature that you built through action; you're bound to blame others for your inefficiencies, or look on stack overflow for a solution to all your problems like some pajeet that's incapable of critical thinking.


7bb6cc  No.15554516

>>15554510

goddamn my grammar goes down the drain with sleeplessness - forgive me senpai


3cd660  No.15554870

>>15552741

What's your point? Making shitty stories or other "art" is more valuable than making shitty doors or hammers? Why?


d53f2f  No.15555087

File: 4256c2908e9c7d0⋯.webm (2.61 MB, 280x293, 280:293, attack speed.webm)

I was testing how fast a character can attack and there seems to be to a cap at about 4 attacks per second. Does Unity's animator have some upper limit of how often an animation can be triggered, because that appear to be the cause of this cap?


616c0e  No.15555093

>>15555087

That's one badass wizard.


ad57e0  No.15555141

>>15555087

Jesus Christ


10471f  No.15555181

>>15555087

I'm somehow extremely frustrated he isn't using his left hand to double the punching rate.


ca0693  No.15555182

File: f21c91bd1ee09f9⋯.mp4 (2.81 MB, 1280x720, 16:9, 2018-10-07 11-22-48.mp4)

>>15555087

are you using the unity animator? fiddle with exit times and curves. And don't place the attack trigger at the end of an animation, I found that it plays a factor in breaking it.


d53f2f  No.15555307

File: c2209f0d9584ba6⋯.webm (2.51 MB, 192x209, 192:209, ora.webm)

>>15555182

that's it, thanks

>>15555181

fixed up to 6 aps, above he's playing stepmania


10471f  No.15555510

File: ee4afb2f4bd4b1d⋯.jpg (134.81 KB, 1280x720, 16:9, space.jpg)


3a57e0  No.15555599

>>15555307

Above a certain attack speed threshold you could start the animation at when the punch should be connecting (or switch to a different animation that does that). That way the player will still see the punches connecting even when going full Kenshiro.


a1349b  No.15555641

File: c7aa1d9f1408d45⋯.png (198.35 KB, 744x497, 744:497, 186288.png)

Is there no place like /agdg/ for non-game development?

/prog/ is dead, and /tech/ is full of shitters who tweak their operating systems all day and argue about programming practices and optimize their fizzbuzzes and at best write dumb scripts, but never make actual software.


72efb3  No.15555647

YouTube embed. Click thumbnail to play.

>>15555087

you could just make the actual attack separate from the animation, wow does that


d8497b  No.15555652

>>15555641

>/prog/ is dead,

have you tried reviving it?


a1349b  No.15555664

File: 4ecc9fe2446cb71⋯.png (3.96 KB, 772x68, 193:17, prog.png)

>>15555652

You can't do that alone, and the BO seems like a no-fun nazi in the bad sense of the word.


a1349b  No.15555668

Ah and images are disallowed in /prog/ which is a non-starter.


3a57e0  No.15555682

File: 7b9ae438a0e7501⋯.png (145.69 KB, 450x276, 75:46, a confused ronnie in the w….png)

>>15555664

>/prog/ has FOURTEEN stickies now

>Stickied threads for VB and Fortran for no reason


d8497b  No.15555703

>>15555682

>>Stickied threads for VB and Fortran for no reason

what's wrong with Fortran?


3a57e0  No.15555722

>>15555703

For no reason as in there's no posts except for the contentless OPs. Having a bunch of empty stickied threads per language is retarded.


f2b392  No.15555768

>>15548942

>I was running on the assumption you would actually try to solve the problem yourself before confronting strangers on the internet that know nothing about your project.

Not my problem. Sometimes people in a given field like to discuss problems from a theoretical standpoint. No reason for you to be abrasive unless your default mode is "asshole". That's all I was doing as I'm not that intimate with managed code; I've merely read about it a lot.

>the variable is a reference to an object, not the object itself

That cleared up quite a bit for me, thanks (also your previous post on static keyword helped in a different situation). If I understand correctly, now, this example would be two references to one int object:


int x;
int y;

whereas this would be two references, but to two int objects:


int x;
int y = new int;

Anyway, as I had suspected he was creating multiple timer objects inside a loop with some code like "Timer relogger = new Timer;" so I told him to move the declaration to the top of the class outside the loop. No more phantom timer objects.


2bb9ff  No.15555813

>>15555768

>If I understand correctly, now, […] [code example]

You do not understand correctly now, no. What the hell do you program in that you would even think that would be the case in any language?


e2549d  No.15555858

>>15555768

You misunderstand.

First of all, value types, which is all of these: https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/keywords/value-types

Are different from object types. When you create a variable of a value type, then that variable holds the value, and not a reference to an object.

As for examples that demonstrate the fuckery:

Timer t; // Define a variable t. This is an uninitialized reference to an object.
t = new Timer(); // Create a timer object, and make the variable t point to it.
// some function calls go here to start the timer, using t as an argument
t = null; // We set our variable t to null, making it point to no timer. The previously created timer object still exists!

// some time later
// .tick() is called by the timer we created.
// If the timer was configured to only fire off an event once; then it will be garbage collected sometime after .tick() ends.

Many languages differentiate between value-types and reference-types. A value-type variable is a variable that IS the value, whilst a reference-type variable is a variable that is a reference to the value (the value being an object).

Just because you stop pointing to an object with your reference-type variable does not mean the object stops existing. Yes, the C# garbage collector will clean it up eventually, but this timer is still running and thus very clearly in use, thus unfit for garbage collection.

The issue regarding static is not relevant, because static dictates where that variable exists. Not where the actual object pointed to by the variable exists. If you have an class obj, and obj contains a timer variable, then a timer variable exists for each instance of class obj. If class obj contains a static timer variable instead, then there is one timer variable, regardless of how many instances of class obj you create. Note that this is all irrelevant; as none of these variables are the actual timer object; they are references to it.

The further drive down the notion of "THE VARIABLE IS NOT THE VALUE, BUT A REFERENCE TO IT", take this fun example:

class Person {
public string name = "";
}

// code
Person p1; // Create reference variable p1
Person p2; // Create uninitialized reference variable p2
p1 = new Person(); // Create new person
p2 = p1; // make p2 point to the same person as p1
p1.name = "meme man"; // Set name of person that p1 points at
print(p2.name); // print "meme man", because p2 points to the same person of p1

p2 is set to p1, and after that, p1 is modified. Because p1 and p2 are both references to the same variable, reading the variable that p2 points towards returns the changes applied to p1. They are two separate reference-type variables point to the same object.


a7b7da  No.15556358

File: 3a8c50f84575da1⋯.webm (2.19 MB, 854x480, 427:240, mudamudamudamuda.webm)

>>15555307

I love it when games allow you to beat the crap out of enemies with your bare hands.


186eed  No.15556830

File: e2efebf65767009⋯.png (164.82 KB, 916x828, 229:207, elly clothes.png)

File: dcfa05c78b254ea⋯.png (107.91 KB, 890x864, 445:432, elly with sasha clothes.png)

File: 448541fcd880924⋯.png (60.99 KB, 900x900, 1:1, Sasha comfy.png)

File: 0ada12df58c7a2d⋯.png (45.85 KB, 615x828, 205:276, sasha complete.png)

Adaptable clothing is a major feature!


207f33  No.15556985

File: f5e2c71b53716dc⋯.mp4 (8.75 MB, 512x384, 4:3, sm30294882.mp4)

>>15547537

gz

I managed to get smooth linear interpolation working in my game; I can load the map file created from Tiled, and move around in it. It's a start, I guess.


d53f2f  No.15557581

File: dca54f2eadb6899⋯.gif (139.87 KB, 379x440, 379:440, luluco eating.gif)

>free animations assets for archer

>only attack animation is character pulling arrow out of quiver and stabbing with it

>free animations assets for crossbowman

>only attack animation is character doing a 360 kick to the head

Well, at least the first one is somewhat related to archery.


ead357  No.15557614

File: 144efbbde361d8c⋯.jpg (227.16 KB, 1128x1504, 3:4, 144efbbde361d8c251153ae640….jpg)

Is there a MGS2 model rip of the characters somewhere? I want to see how they model the characters.


1c8797  No.15557630


c41e11  No.15557632

>>15557614

This website doesn't have what you're looking for, but if you're wondering about other games, there's https://www.models-resource.com/.


c41e11  No.15557635

>>15557630

Shit, guess I'm just a tard who only bothered to look in the PS2 section.


ead357  No.15557678

>>15557632

>>15557630

>only raiden

I was hoping there would be rips for the soldiers as well.


1c8797  No.15557688

>>15557678

Here's a couple more I found.

https://www.deviantart.com/solidcal/art/MGS2-static-Models-pack-2-456978092

I can't see much else anywhere, though.


a7b7da  No.15557847

>>15557581

That's common practice for freelance animators. They'll put some useless animations into a "free" pack which is only released to advertise their "pro" pack. Anyways, if i remember correctly Mixamo released shitload of animations for free when they were bought by Adobe, including some decent bow animations.


8b0483  No.15557991

How much abstraction is too abstract? I keep thinking about abstracting mechanics to the point of switching genre altogether


186eed  No.15558098

File: d479eb7a787506c⋯.png (257.01 KB, 811x846, 811:846, elly alternative.png)

File: 225d7c105bf4a7c⋯.png (241.56 KB, 811x846, 811:846, elly alternative2.png)

Elly`s alternative haircut will be a ponytail


648f87  No.15558436

File: 3be6b7603519c97⋯.jpg (124.41 KB, 567x850, 567:850, women_in_tight_tshirts-01.jpg)

File: 39a99d5d5d1305e⋯.png (15.68 KB, 820x670, 82:67, Untitled.png)

>>15558098

Lol Anon you may want to use references when doing big booby shape keys. I dont think the shirt goes that lose. The shape it should make under the boobs is something like the right in pic related. Both boobs pull on the center. Left is what you have.


186eed  No.15558905

File: 50d842079999459⋯.jpg (117.78 KB, 704x1199, 64:109, underboob reimu.jpg)

File: c65a8be52890bc1⋯.jpg (254.72 KB, 1500x1010, 150:101, il_fullxfull.793294203_hc9….jpg)

>>15558436

FOOL

You don't understand


ce4262  No.15559215

File: 53ed7a621f58e1a⋯.png (307.68 KB, 600x545, 120:109, 53ed7a621f58e1a3e26b5c7c0d….png)

>>15555641

>/tech/ is full of shitters who tweak their operating systems all day and argue about programming practices and optimize their fizzbuzzes and at best write dumb scripts, but never make actual software.

That sounds a lot like /agdg/ to me during the darks periods where the yes-devs go inactive.


648f87  No.15559350

>>15558905

1.) Reimu is wearing a very baggy slutty shrine maiden top.

2.) Look how baggy their shirts are. It's not tight at all.

Maybe you should incorporate some more folds.


e858f2  No.15559379

>>15558436

>>15558905

Notice that those shirts are not even designed to go around the waist. Think of it as like a skirt for your boobs.


c8d08c  No.15559398

>>15559379

>your boobs

Tits or GTFO


d53f2f  No.15559431

>>15557847

Neat, I see they also have other animations I couldn't find. Thanks.


ce4c50  No.15559433

>>15553134

>>15554025

>>15554467

fixed it, I am apparently blind I didn't realize my OverHead() was adjusting the start and not the end of the Lerp


e1f714  No.15559447

>>15558905

>>15558098

will the game have a cutie with a belly like this? You gonna apply some TECHNOLOGY?


836539  No.15559478

Can someone help me with some math bullshit

I want to have my camera orbit around a point like you do in total war games

currently i have this

vector3df cameraTarget = camera_->getTarget();

vector3df cameraPosition = camera_->getPosition();

vector3df cameraDirection = (cameraTarget - cameraPosition).normalize();

vector3df rightVector = cameraDirection.crossProduct(vector3df(0, 1, 0));

vector3df upVector = rightVector.crossProduct(cameraDirection);

vector3df newCameraPosition = cameraPosition + upVector * mouseYDelta_ + rightVector * mouseXDelta_;

this works but as I'm rotating the camera it slowly moves away from the whatever the camera is pointing at

I've tried to google this shit but i can't find a decent answer.


f61389  No.15559487

>>15547537

Hey buddy, I think you've got the wrong board. Gamasutra's three blocks down.


e1f714  No.15559490

>>15559478

why do you need math for that? can't you parent the camera to a pivot and rotate that pivot?


402780  No.15559495

Anyone working with Unity? Me and a couple of friends decided to try and make something, basically just really simple games in order to gain experience and skill up.

What I've seen so far is that they put a lot of code in the FixedUpdate() method which is called multiple times a second (nearly every frame), and I can't help but feel that this is inefficient. Isn't there some kind of event system with listeners that can be better (for example when you reach your destination this triggers an event instead of checking constantly if you have reached it)

As you can see we are pretty much total noobs when it comes to unity..


648f87  No.15559525

>>15559495

My first recommendation is to never worry about performance unless you can prove it is holding you back. You should design intelligently around Unity and by that I would mean first familiarize yourself with Unity. FixedUdpate is for physics. You should never add event based systems into the fixed update unless its heavily reliant on the timing of the physics. That said there is nothing wrong with having 1 loop to manage all of your events.


d2696e  No.15559552

>>15559478

I can't find koekaki and gimp isn't installed so bare with me-

If you're at vec2(10,0) and you're facing vec2(0,0), your right is vec(0,1). If you add vec(0,1) your new position is vec(10,1), before you do any operations your new distance from the origin you're looking at is not 10 anymore, its `(10^2 + 1^2) ^ 0.5`. The issue is to achieve the behavior you want, you would have to split your camera moves into an infinitely small number of steps, recalculating your right vector every time to ensure a perfect circle.

There are two solutions to this

1. Store your camera as the origin you're looking at, a direction you're looking, and instead of rotating the camera around a point, you rotate the camera, and when you're actually projecting, move your camera back a hundred units or so.

2. Do pretty much as is, but before you do your rotation operations, you find the distance from your camera to the origin, and you do norm(camera - origin) * distanceBeforeYouFuckedEverythingUp at the end of your operation to adjust for the problem.


402780  No.15559588

>>15559525

yeah I guess that makes sense, I was just afraid we'd get into the habit of doing things wrong..

and I didn't mean having an event system in FixedUpdate, but transfer some of the functionality there - like the example with the movement


2bb9ff  No.15559606

File: cd456c6015510b2⋯.png (35.23 KB, 548x406, 274:203, ClipboardImage.png)

>>15559552

>I can't find koekaki


d2696e  No.15559614

File: 3de82ef304da6c9⋯.png (14.63 KB, 281x271, 281:271, 2018-10-08-192422_281x271_….png)

>>15559606

Guess I need to renew my H8Chan Gold Subscription. Or something.


a1349b  No.15559623

>>15559614

I think it's only visible if you scroll to the top, not in the quick reply


d2696e  No.15559625

>>15559623

Yeah, I figured it out with my deductive reasoning after seeing that your reply was not a quick reply box.

I was hoping that we could all move on and not point out how stupid I am.


a1349b  No.15559635

File: 08bbfbaa4172388⋯.jpg (80.5 KB, 500x500, 1:1, 1205121.jpg)

>>15559625

>post in the internet

>forget to prepare for bullying


e2549d  No.15559673

>>15559625

>I was hoping that we could all move on and not point out how stupid I am.

Think again, dork.


d2696e  No.15559710

>>15559635

>>15559673

I just wanted to help a poor babby anon ;-;


186eed  No.15559948

>>15559447

we can try


836539  No.15560421

>>15559552

makes sense i was thinking about just resetting the distance

but i figured i just fucked something up somewhere thanks for the help


587af2  No.15561262

>>15559495

Reaching a destination is easiest done with collider overlaps. Put a collider box to the position that's your destination and trigger it on overlap with your player collider. Another useful feature you should look into are coroutines. Also, VERY important as a beginner, FixedUpdate should only contain purely movement code of objects like a player, NPC and camera, else it should stay in Update, especially button inputs, since if you put movement into Update your game will behave all wonky and if you put button input into FixedUpdate you will experience input lag.


97c2d9  No.15561452

>>15550058

Quake Soccer when?


a1349b  No.15561541

File: bd4868567286fa5⋯.png (283.15 KB, 499x513, 499:513, 119810.png)

>there's no way to compare if 2 structs have the same value without manually checking every member separately

1. How the fucking what the fuck is this retardation?

2. How have I written so much code without running into this conundrum before


e2549d  No.15561564

>>15561541

Because you generally shouldn't be comparing whether two structs are equal.

Also before you try to be a cheeky piece of shit and use memcmp, I need to remind you that the value of struct padding is undefined.


a1349b  No.15561573

>>15561564

>you generally shouldn't be comparing whether two structs are equal

Why not? If you have a Vec2 or something for position, there's a good chance you want to compare if two of them are the same.


e2549d  No.15561587

>>15561573

Why would you want to compare whether two positions are equal?

Name a legitimate case where you don't have to also handle positions that are not exactly the same but very close, as they would cause the same kind of bugs surrounding floating point extremes.


e116b9  No.15561591

>>15561573

Then use a class and overload "==".


a1349b  No.15561600

>>15561587

>Name a legitimate case

Just now I was trying to check if mouse position has changed in a dragging function. I'd use a Vec2 for tile positions in a grid too.


186eed  No.15561611

>>15561600

put a safezone, for instance:

A click does not become a drag unless it moved at least 10 pixels.


a1349b  No.15561628

>>15561611

In that case I'll have to check x and y separately anyway. I just wanted to type "currentpos != previouspos" instead of "currentpos.x != previouspos.x && currentpos.y != previouspos.y".


186eed  No.15561635

>>15561628

more like

(cpos.x-npos.x)*(cpos.x-npos.x)+(cpos.y-npos.y)*(cpos.y-npos.y) > 5


75cb60  No.15561965

File: 1850529df19bcd7⋯.jpg (Spoiler Image, 17.03 KB, 270x320, 27:32, literal reddit meme.jpg)

What does /agdg/ use to do their design docs these days?

spoonfeed me


1c8797  No.15561989

File: 1182744cbd15181⋯.png (Spoiler Image, 55.21 KB, 1200x1136, 75:71, ClipboardImage.png)


ca0693  No.15562053

File: 56dd058b49d35ba⋯.mp4 (11.56 MB, 1280x720, 16:9, 2018-10-08 23-57-23.mp4)

Modelbro's hard work finally paid off. Here are some enemies in the spirit of "Spooky scary Halloween"


fca99d  No.15562098

>>15562053

song name?


ca0693  No.15562115

>>15562098

Scrap I/O from Ed Harrison's NeoTokyo OST.


587af2  No.15562162

>>15562053

Dang the music takes me back. Probably the closest we'll ever get to ghost in the shell. Do people still play neotokyo?


775ff8  No.15562204

>>15559495

Your instinct is 100% accurate and the fact that you propose an event system as a solution here means you’re already a way better programmer than the retards you’re working with. Those guys are what we call pajeets: people who lack any deeper understanding of computers and are only capable of generating the simplest of code using templates and SO posts. They will not be able to make game. They will fail. A programmer should strive towards expressing an elegant solution to a well-defined problem. That is what code is. Programming is the process of breaking down an ill-defined large problem into individual, simpler parts, then stringing them back together into a cohesive whole. That is not what they are doing. Their method is to programming what 10yos building a treehouse out of scrap wood is to professional construction. It’s not even amateurish. It’s cute at best, hazardous at worst. The project will crumble under it’s own weight long before it has a chance to manifest performance issues. In fact, the time where you’d see someting resembling a bad framerate is a time of celebration, because it means you actually have something resembling a game. Long before that you will get to a point where you can do nothing meaningfull in the program, as any interaction will cause a crash, hang or spazz-out. You’ll find additive changes, like adding an item will be impossible without touching every single code file, fixing hundreds of compiler errors and debugging dozens of start-up crashes, only to find it impossible to test the feature without interacting with other broken systems, with catastrophic results. Eventually, you’ll understand that there’s nothing useful in the code and that it all must be trashed. It’s at this point that the Pajeet insists that his code does have value, that it can be fixed, that it’s a waste to throw it away. He doesn’t understand that the value of a programmer’s work is not in the Lines of Code he produces. It’s in the solution his mind formulates. That solution must only be written down into code, a process that is quick as long as he is familiar with the language. The reason a Pajeet has no value is because he never formulates the solution. He simply pushes buttons until he stumbles upon a combination that produces the wanted result for the small set of cases he tests for. It’s never optimal, robust or performant. Code tossed is not work lost. In fact, the highest pleasure of a programmer should not be producing code. It should be removing code, as that means a more optimal solution has been found. This applies regardless of if performance or extendability is prioritized.

Beware the Pajeet, for he brings ruin to all he touches.


2a0662  No.15562237

File: e549ca700c99d5a⋯.gif (479.81 KB, 350x202, 175:101, e549ca700c99d5a777d88df111….gif)

>>15562162

No everyone left and gamenightanon stopped hosting the server like a month ago. :^) Some anon did say something about there being a server hosted with people in it every Friday.


775ff8  No.15562358

>>15559478

The correct solution is to store a distance, heading, elevation triplet as independent, primary variables. The last two are of course angles, rotation about global up and local right (important!), respectively. Mouse deltas (scroll, x, y) affects these primary variables. From these, camera position and orientation is calculated as secondary variables. Start at the aim target position, pick a vector orthogonal to global up (ex. +X), apply the elevation rotation (ex about Y), then the heading rotation (about +Z, so Z is up). This order avoids calculating the local right. Use this direction vector to translate the camera away from the aim target. Getting smooth, yet responsive movement is an art in and of itselt and requires lots of experimentation.


2bb9ff  No.15562364

File: 7d1cfc3d34a4a7d⋯.png (19.82 KB, 444x322, 222:161, ClipboardImage.png)

>>15561541

>>15561591

Why would you need a class for that (depending on your language)?

There's no automatically defined == operator for it in C++ or C# because of what >>15561564 said about padding, and the fact that structs are meant to be so large that you would probably want to either compare some kind of ID system or hashing, or at least add early outs to speed it up in many cases. But it's not like you can't just fucking add one.

Now C doesn't have operator overloading, but you can still add a function for it, or use memcmp provided:

> none of the values are floats that can be NaN

>you turn off padding or memset the struct at initialization

>some edge cases like Windows' BOOL that constain other values than true and false, since it's pretty much an int


e116b9  No.15562389

>>15562364

That works too.


3db1bc  No.15562459

>>15561965

org-mode


3db1bc  No.15562469

>>15562204

Is this copypasta? That's hilarious


8d0df3  No.15562540

>>15562162

There was a game night for it a couple weeks ago.


836539  No.15562609

>>15562358

I'm not entirely sure what you mean by this

but this my current solution is this and it seems to work perfectly

vector3df cameraTarget = camera_->getTarget();

vector3df cameraPosition = camera_->getPosition();

float distanceToTarget = (cameraTarget - cameraPosition).getLength();

vector3df cameraDirection = (cameraTarget - cameraPosition).normalize();

vector3df leftVector = cameraDirection.crossProduct(vector3df(0, 1, 0));

vector3df upVector = leftVector.crossProduct(cameraDirection);

vector3df newCameraPosition = cameraPosition + upVector * mouseYDelta_ - leftVector * mouseXDelta_;

float newDistanceToTarget = (cameraTarget - newCameraPosition).getLength();

newCameraPosition = newCameraPosition + (cameraTarget - newCameraPosition).normalize() *

(newDistanceToTarget - distanceToTarget);


9f8e85  No.15563437

File: 1a8370a83e76411⋯.png (17.14 KB, 852x248, 213:62, ClipboardImage.png)

Well that's cool, all my for loops are always an int i range from 0..n, or something similar. I never tried making it while-like


648f87  No.15564039

File: 04affe9a4982fcf⋯.webm (15.57 MB, 720x720, 1:1, 2018-10-09 01-45-12.webm)

I'm releasing the demo of my game on Wednesday and am working hard to iron out bugs. I couldn't hold out till actual demo day because it's just fun making shit for other people. VR and games with Shinobu so far has been really fun.

>>15561965

Sometimes I leave comments on my code to remind me of certain things later. But I dont use docs. Yet anyways.


2ee413  No.15564074

>>15564039

>pick up some crap off the floor

>she eats it


9042d1  No.15564078

File: 7f7c67201a0ed54⋯.png (109.78 KB, 398x275, 398:275, 1537363293095.png)

>>15564039

explan pls explainings


648f87  No.15564083

>>15564078

My code comments? Just write down short concise things that will make me go "OOhhhh I need work on this!". Ideally google docs will be very useful when I start getting bug reports. At work I use Jira for professional task management. Kind of overkill though.


87556d  No.15564084

>>15564074

>not leaving donuts of the floor to eat later.


a1349b  No.15564097

>>15561965

Literally .txt files. I just organize topics by tabs, and then use code folding in my text editor to minimize the ones I don't currently care about. I rarely need to visualize something beyond occasionally making mockup designs, which I have in a krita file.


9c0f49  No.15564101

File: cd189e393a1f2f7⋯.jpg (65.71 KB, 400x400, 1:1, cd189e393a1f2f78e0395a1911….jpg)

>>15564039

>The fucking numbers game


085d73  No.15564163

>>15561965

WikidPad.


42d243  No.15564372

File: 13193d5a8166020⋯.png (261.17 KB, 435x435, 1:1, 1.png)

>mfw doing anything with lots of varying functionality

Endless amounts of structs and enums and functions

How does anyone stay sane when making a complex UI?


0d1e5d  No.15564812

>>15564372

Make a list of what you needs to be done, break it down as much as possible. The do each part of the list. It's the only way.


616c0e  No.15564915

>>15564812

I think his problem is he doesn't understand what he's made already due to the complexity.


8deee1  No.15565114

File: 7530fd14389fe0c⋯.mp4 (6 MB, 788x582, 394:291, sound_footsteps.mp4)

Designing footstep sounds for the game. Synthesized in Sunvox without using any samples. My engine plays the resulting sounds in 3D space with random pitch modulation. The next step is to make different surface types have different footstep sounds.


4d491f  No.15565127

File: f47c5a30c26c245⋯.png (20.96 KB, 480x360, 4:3, ClipboardImage.png)

>>15564039

>more soul put in a silly vr waifu than in the whole of the vr marketplace

also what is approximately the size of the whole thing?


1c8797  No.15565180

File: c5881788633a756⋯.png (250.22 KB, 423x718, 423:718, c5881788633a756af96f606902….png)

Anyone got good guides for drawing bitmap fonts in opengl? I could probably figure it out on my own but I'm not experienced enough to be confident that my solution would be actually efficient.

Also, am I'm correct in assuming that drawing a bitmap font would be the least resource-intense way to do it? Seems like libraries using vector fonts would be much slower, but a poorly implemented bitmap solution could be pretty bad as well.


0d1e5d  No.15565233

>>15564915

That's the power of a list. You can take your big obvious problems and break them down into smaller problems. Just keep breaking each problem down into sub-lists and then solve it from there. It sound dumb, but the difficulty in UI usually isn't that it's a hard problem to solve, it's just difficult to think about the inter-workings of all the parts.


0f2bcd  No.15565301

File: b417548c691cca1⋯.webm (9.51 MB, 1280x720, 16:9, headkicker.webm)

Anyone have any experience with quakespasm spiked decals?


e2549d  No.15565319

File: 687acff41b4ca02⋯.png (4.38 KB, 16x2048, 1:128, font.png)

>>15565180

If you're just supporting a small set of characters (ascii or latin8), this method might work.

>make a X,(Y*C) resolution image, X and Y being the size of each character, and C being the amount of characters.

>fill it with characters, with each character's top left being at 0,Y*c, c being the character code you're using (pic related for example)

>load it into opengl as GL_TEXTURE_2D_ARRAY, with width/height/depth set to X,Y,C.

>then just draw some quads, passing the character you want to draw to it as well (either as uniform or vertex attribute) and use that as the .z coordinate for your UV coordinate

>use PNG and turn on alpha blending for ezpz transparency

Easiest and lowest effort method of doing it. It's what I do here >>15539885

For max performance, you should batch draw as much characters as once. But this is something I recommend implementing later since drawing characters is generally not a bottleneck. I didn't bother with it.

What makes fonts fucky to draw is when you want to implement all the stuff that makes fonts look better. For example, for my font, I also have an array of character widths, which I use to determine how much distance I need to progress before drawing the next character.

There's features like kerning, bold, italics, the shitshow that is all the weird shit unicode does, the fact that there are of a million unicode character codes, the list just keeps going on. What you want to implement is something you have to decide for yourself.

I recommend keeping it simple and just implement monospaced ascii for starters, followed by making it non-fixed width so it's easier to read.


7a1a62  No.15565376

>>15565114

The grassy "chk" sound is nice, but the sound of step itself is too low/bass, it should be lighter especially for a cute character like that. ONly heavy monsters should have lower "thuk" sounds.


186eed  No.15565737

File: 15ed3e1a4895e79⋯.jpg (186.41 KB, 798x554, 399:277, FD1E5A8B-80AC-4EA3-0693-60….jpg)

Should I split a large (in size) but small (in triangle count) mesh into multiples so that the engine can occlude parts of it when it's not on screen?

If yes, How many are too many to split into?

The whole thing have 43k triangles


186eed  No.15565949

File: 779e0598ab5af59⋯.png (423.34 KB, 1280x720, 16:9, happy kaosu.png)

>>15564039

Love your stuff shinobro

How does the numbers game work?


c8d08c  No.15566149


7a1a62  No.15566424

>>15564039

Probably the most autistic games i've seen on /agdg/, but equally impressive.


ce13d5  No.15566585

What's the best way to handle a complex turn based combat system with a lot of actions and situational actions nested withing situational actions?


ea48f2  No.15566620

>>15566585

Hand-crafted assembly.


3cd660  No.15566628

>>15566585

What you might be looking for is a program that can write other programs. LISP is the kind of language that is good at doing this stuff. You can construct an AST of actions and execute it instead of encoding all combinations of actions into one monolithic procedure.


e116b9  No.15566653

>>15566585

Have node based system that "unlocks" actions. You have the parent node which connects to the core actions. Then in order to get to a child node you must meet the situational criteria.


c8d08c  No.15566691

File: 826f2426c279f53⋯.mp4 (4.81 MB, 1280x720, 16:9, 2018-10-09 18-12-00.mp4)

Finally re-implemented manteling into the Godot 3.0 port.


107205  No.15566719

>>15566708

>>15566713

>>15566715

>Torfag trying to hypnotise people via shitposting

Whew


00847b  No.15567602

>>15564812

>>15565233

This isn't an idea guy problem, making a list on notepad won't help you organize or manage code that's a sea of bullshit.


e116b9  No.15567685

>>15564372

Establish the overarching goals, functions, and structure of the UI first.

Make use of UML structure, behavior, and component diagrams.

Study user psychology, which in general is "function > flashy effects" and "give the user what they expect".

Here's how web designers organize content

>Inventory your content: What do you have already? What do you need?

>Establish a hierarchical outline of your content and create a controlled vocabulary so the major content, site structure, and navigation elements are always identified consistently;

>Chunking: Divide your content into logical units with a consistent modular structure;

>Draw diagrams that show the site structure and rough outlines of pages with a list of core navigation links; and

>Analyze your system by testing the organization interactively with real users; revise as needed.

Source: https://webstyleguide.com/wsg3/3-information-architecture/2-organizing-information.html

Make use of the concept of a "wireframe" before you get too deep into particulars.

https://en.wikipedia.org/wiki/Website_wireframe


648f87  No.15567896

File: 5cb1def55c9e9ce⋯.png (904.05 KB, 1024x1024, 1:1, release image.png)

Thank you guys for keeping these threads as civil game development threads. I have released the 2nd demo for my game for Windows 64bit. Not sure if anybody in here needs 32 bit but hassle me for that tomorrow. I'm going to bed. Good night.

https://www.patreon.com/posts/21970116


32b5db  No.15567901

>>15562053

I like how the skelles lose their ribs when taking damage. A really nice touch. the pile of bones is pretty spooky too but don't all these physics objects cause performance issues?

>>15565114

am I retarded? I can't hear a thing

>>15565737

it's always better to have stuff occluded, though I would separate this into logical chunks instead of cutting it into little pieces

>>15566691

so you're back at making the thief clone? please post more, I missed you

>>15567896

noice. time to buy a VR headset


6ea5c9  No.15567938

Requesting a game where you're a long lost samurai in the Japanese War who was awakened from the dead after a atomic bomb landed on your grave, alternative history alright. You are like a baby. Hobo phase for the whole game. No alternatives. Your soul purpose is to sink an aircraft carrier stationed near by. For what purpose I don't know. But you must. You will meet many friend along your journey, mostly lolis who you will raise in an orphanage. These are atomic lolis who will gain new unfound powers. Fuuuuuuuccck, I just realised this sounds a bit to similar to Star Wars in some ways. Forget I said anything and I'll leave this as a testament of my failure to inspire others.


00847b  No.15567987

>>15567938

Put down the weed anon


e2549d  No.15567997

>>15567938

What are you paying?


ac7c25  No.15568055

>>15567938

Go write up a WN/LN about it.


26b65f  No.15568289

Bumpan for interest.

Has anyone here ever worked on a roguelike or roguelite?

I'm currently learning how to make one in Python. It's easy enough, but I'm interested in the combat system used in Dwarf Fortress Adventure Mode. My plan is, by the very beginning of the next year, start working on a small free software roguelike based on the Wheel of Time series.


4d491f  No.15568298

>>15561989

>>15561965

May I suggest you to use Scrivener or Lyx to keep things organized and/or stylish?


6acbc4  No.15568469

>>15566628

Didn't expect LISP to be pretty cool


616c0e  No.15568502

>>15567938

How he fuck is that like star wars?


e8b0ff  No.15568570

>>15566585

A language with first class functions makes passing around and changing functionality easier. C++ can more or less do it with the <functional> header or functors etc


944bfb  No.15568580

>>15568289

I have.

Making a game in Python, when you get down to it, is just like making a game in any other language. You have Python conventions and syntax, and you can get fancy with the metaclasses and other metaprogramming constructs if you're savvy to them, but it comes down to structuring things correctly that development scales. The biggest thing that bogs people down is that they design things wrong, in a way that every time they want to add a new item or enemy type, they have to update 20 places in their code instead of just a couple (ideally, just fleshing out the enemy code and then putting it into the world somewhere). Python can make some of this easier with its duck typing, but you can do it in other languages too. Well-structured and planned Python will usually look largely like the same structure in other languages. You can do some other fancy things, like automatically scanning submodules and using metaclasses to maintain a registry (doing things like Django does to scan class attributes on class creation), but you usually don't need to.

Remember, the biggest two reasons people get burned out in game development are either that they don't plan and develop the codebase into an unmanageable mess, or they tried to make a game that takes more assets than they can make on their own and they get burned out spending dozens of hours just making shitty programmer art and audio.

A roguelike is a bit easier than most other game types, but most of the same concerns apply as other games. Collision, pathfinding, and some other things are simpler, but the rest can be deceptively complex and you can hit the same pitfalls that you do in other game types, largely, your codebase can become an unmaintainable, fragile mess. You don't want it to get to Undertale or Yanderedev levels, where it's nested switch statements with hundreds of labels and changing anything is brittle and breaks everything, and adding anything involves touching dozens of files.


c8d08c  No.15568670

>>15562053

When the skeletons die, you should add a force to them in the direction of the attack for better visual feedback that they're dead.

>>15567901

Yeah I'm trying to have something ready for demo day. Thinking of just making it security cameras for the demo, last time I tried to program AI for proper enemies and it killed my motivation.


f341c7  No.15568741

>>15567997

Lots of exposure, this game will be a major hit and you'll be famous


0d1e5d  No.15568917

>>15567602

What?

I literally built an entire game and engine doing exactly this. I don't get how it wouldn't help. It's just dissecting a problem into small parts and tackling each part individually, as a means to be able to fully conceptualize the work you're trying to achieve.

Some problems are just too big to comprehend easily without writing them down, and a simple list is all it takes to grasp complicated problems.


a1349b  No.15569196

>redoing all my input handling just so I can track mouse dragging and/or lifting off-screen

I didn't want to make progress anyway


ca0693  No.15569828

File: c8e3e49490b7cd1⋯.mp4 (7.89 MB, 1280x720, 16:9, 2018-10-10 23-22-31.mp4)

>>15567901

>performance issues

I guess I'll have to tweak occlusion and stuff. I do keep this in mind.

>>15568670

>add a force to them in the direction of the attack for better visual feedback that they're dead

and I'll also base that on the strength of the attack!


759a66  No.15569898

>Try to break my game up into updateable components

>Want to have a behavior for Update(), UpdatePre() and UpdatePost()

>All the components will just be stored in a list.

What makes more sense? Doing A.Pre(), A.Update(), A.Post(), or should I do A.Pre(), B.Pre(), C.Pre()… etc?

>>15569828

Lookin good


e6da99  No.15570300

I'm trying to make a multiplayer FPS, I know programming and networking but the most I've done with game engines is some modding in UDK. Is this tutorial series a good place to start?

https://www.udemy.com/unrealengine-cpp/learn/v4/overview


ed2f80  No.15570314

>>15569828

looks really good so far but the question is how is this game gonna be any different from your typical diablo clone?


6a893c  No.15570370

File: 4288e8e0319e47e⋯.jpg (82.88 KB, 1000x730, 100:73, def1.jpg)

Hello, we're indie devs working on a tactical shooter called Unconventional Warfare(check our WIP trailer : streamable.com/iixuo & twitter.com/unwargame)

* We're looking for a 2D artist to take over the entire 2D art of the game such as VN-style character arts & CGs and potentially concept art for 3D assets. Existing 2D art will be replaced with your style eventually.

I’m hoping to work together with someone who’s interested in the concept of anime + military as you can tell from our progress.

This is a rev-share opportunity. You’ll be a part of the team voicing your ideas and be creative, not just doing whatever’s given.

if you're interested or have any question, please let me know(or you can DM me at discord.gg/cckRT5t)


5805b8  No.15570377

>>15570314

The real question you should be asking is: "Can you run/sprint or do you have to walk everywhere like in Diablo 1?"


e116b9  No.15570562

File: 7873cb4df8d9f52⋯.png (640.24 KB, 1000x730, 100:73, OwO.png)

>>15570370

Reminds me of Valkyria Chronicles.


6a893c  No.15570603

>>15570562

the series is our big inspiration as you can tell.


ead357  No.15570623

File: 327ef339d3049a2⋯.png (256.26 KB, 767x750, 767:750, RAPE THE WORLD.png)

>>15570370

>woman in combat

That's just walking rape bait.


6a893c  No.15570659

File: 7fa8c64681941f8⋯.png (260.95 KB, 649x653, 649:653, Amal_Fab2.png)


eb68c3  No.15570731

>>15570659

Lewd it and you've got a guaranteed purchase/friend


759a66  No.15570748

>>15570731

How do you strike that magical balance for character design where you enable the secondary market (fanart, etc) with likeable characters, but without underdoing it?


eb68c3  No.15570779

>>15570748

Just make what you yourself would consider attractive/likable

If your tastes aren't total shit then you'll naturally garner interest

and if not ask friends if they think it looks appealing


ff2428  No.15570791

File: dfbbe4d62a03ed4⋯.jpg (145.6 KB, 1024x768, 4:3, 58277-0-1490131844.jpg)

>Tfw reading/looking at some of these uploads and feeling sheer inadequacy at how retarded I am at coding

I'm taking a break for some sleep tonight but tomorrow I feel like I need to pitch into this thread.. I'm an artsy faggot/ideas guy that's been largely self taught, used twine for about 3 years and now I'm using RPGMaker MV for a more short term project an H game one that I am doing my utmost to ensure that it will be original despite being an H game.. and made in RPG maker and I can't code for shit, the past 5 days or so I've been attempting to brute force attempt my ideas for a decent UI via Hudmaker/others etc, but because of how RPGMaker works it feels quite punishing to be working outside the box.


eb68c3  No.15570806

>>15570791

>the suffering

a fantastic game


759a66  No.15570812

>>15570779

My tastes are more unusual and not normalfag friendly (gfur and beyond). I want to keep that completely separate from my gamedev, and appeal to a large crowd, but without being a sellout or a faggot about the whole process.


eb68c3  No.15570821

>>15570812

Then experimentation and asking for reviews/advice on it is your best bet for something that's not your usual crowd/bag

hit me up if you ever want a second opinion on that.


6a893c  No.15570840

File: 720a05416fbd071⋯.webm (5.08 MB, 1164x839, 1164:839, NowKiss.webm)

>>15570731

I don't intend to go full lewd in order to focus on the core gameplay but I fool around sometimes.


eb68c3  No.15570847

>>15570840

It's not bad,but the cel shading at times looks like some awful jaggies,are you running any AA?

Also i was just saying show me a textured tit or nipple and i'm game,even if it never shows up


efb6cb  No.15571219

>>15565180

https://github.com/libgdx/libgdx/wiki/Distance-field-fonts

Distance field fonts rendering with OpenGL. Distance fields are what you want for very smooth, pro looking bitmaps font rendering.

You can use this to render true type fonts to signed distance field bitmaps, save them in an atlas, and then use your distance field rendering code to do the rest.

https://github.com/nothings/stb/blob/master/stb_truetype.h


759a66  No.15571517

>>15571219

https://en.wikipedia.org/wiki/Distance_transform

Okay so based on this article, it's basically a reverse flood fill algorithm? That is, instead of bleeding out to a point, you work recursively inward and map every point to the step distance to the outside, and then would use this as a scaling factor?


c8d08c  No.15571686

File: 9deb74235e4695f⋯.png (7.64 KB, 500x250, 2:1, Oekaki.png)

This is driving me crazy, I'm sure this is much easier than I think. I have location A and direction B, both stored as Vector3s. I want to find position C such that the direction from A to C is B.


558849  No.15571703

>>15571686

That's just A + B. If b is normalized then multiply it by the distance you want from a to c.


759a66  No.15571727

>>15571686

Do B = (C - A), then normalize it.

Incidentally, I just found a bug with SFML .Net v2.2 trying to do this with a Vector3. It literally subtracts A.X from C.Y. What.


c8d08c  No.15571818

File: 00b9bee7e7ffd0a⋯.mp4 (5.7 MB, 1280x720, 16:9, 2018-10-10 22-02-40.mp4)

>>15571727

>>15571703

That's what I tried, it didn't work. I figured out a different way to get the desired behavior. I guess I don't understand what the problem really was.


c8d08c  No.15571887

File: ce2bcde9b89867a⋯.mp4 (5.63 MB, 1280x720, 16:9, 2018-10-10 22-20-58.mp4)

Now with tracking and LOS


c8d08c  No.15572043

>>15571887

Also, realized that instead of dynamically creating a cone collision shape based on range and angle I can simply check the distance to the player and the angle compared to the z-axis basis, reducing the total number of nodes (and probably increasing performance a bit).


e2549d  No.15572222

>>15568741

What a steal!


ca0693  No.15572547

>>15570370

hey my dude, nice to see you here. Please come back and show progress from time to time. and good luck with finding that artist

>>15570840

>eyes open

wew. knowing the game's themes, this is kinda disturbing

>>15571818

getting Neon Struct vibes. Can't wait to play it. you still have that sound propagation?

>>15569898

thanks, bro

>>15570314

Want an elevator pitch? It's not Diablo 3.

>>15570377

I'll add movement options like dodges, dashes and teleports but I'm considering tweaking the movement speed to be acceptable without switching between run/walk.


ff2428  No.15572767

File: b34990c710a189d⋯.png (2.81 MB, 1906x1002, 953:501, UI NEW.png)

File: fdb619d6948aa9b⋯.png (3.38 MB, 1900x1003, 1900:1003, UI OLD.png)

I know posting this at 300 posts is probably a bit counter productive at this point since the thread has already reached the bump limit, but I digress, I am that desperate to actually make some decent progress that I'll take the risk that, and I might just start a thread on /agdg/ and see what comes of it

In short, I need some assistance with javascript/plugins I believe. UI NEW is what I intend to do with the UI, and UI OLD is what is currently being displayed. I had wish to use hudmaker but it spams the console with error messages and honestly, if there is a way to do this with the least amount of conflicts then I will take that route.

>You're using assets from honey select!

Yes I am and I intend it to be the most original use of said assets because, well, for one, this obviously is NOT a VN. I intend to raise the bar a bit.

>Why is every character the same?

It's a placeholder at this point in time, I've been trying to concentrate on securing the fundamental basics e.g. UI/hud before moving onto anything else

>RPGMAKER?

MV to be exact. This project is just to be somewhat of a short term work because every week I spend on this is another week without reliable income. I intend to get some form of functional demo out shortly so that I can proceed onto the next steps.

>Why don't you just use plugins

I have tried, I find that about half the time they'll just conflict with one another or refuse to work entirely. Several times I've just had to tweak values in the actual files. At this point, if there is an easier way to do this e.g. going into the games files and injecting some fresh javascript in there, I'm all ears. In fact, I've somewhat gone down that route already, but I have no idea what I'm doing and at this point have no shame in admitting that staring at a notepad ++ for hours at a time seems to yield results only very slowly.

Anyone know of the best way to do what I intend to do with RPGMaker MV?


c8d08c  No.15572919

>>15572547

No sound propagation in this build, yet. The old system used path finding, which is both inefficient and inflexible, since large, multi-leveled rooms created artifacts. I was going to wait for the Room-portal system to be re-implemented into Godot 3.0, but I realize now I can simply make my own version using custom Area nodes with an added sound dampening value and a list of linked areas. Then, I simply need to a-star from the sound source to the player, damping the sound as I go. The dampening and reverb values should give good artist control. For instance, a laundromat with lots of clothes would dampen sounds traveling through it quite a bit.


e31227  No.15572995

>>15572767

I don't know RPG Maker but I already like what you're going for especially with the Honey Select rendering. I could perhaps help with the javascript but I'd need to see it. Making an /agdg/ thread might be a good idea.


955b59  No.15573232

test


186eed  No.15573619

File: b7e9a749f2e9abe⋯.png (77.36 KB, 776x850, 388:425, elly alt hair.png)

File: b75052f63419fa9⋯.png (99.36 KB, 776x850, 388:425, elly alt hair2.png)

File: 0cd5b18288d261b⋯.png (104.92 KB, 1060x828, 265:207, Elly in Sasha clothes.png)

Made her a ponytail, fixing the small cape now, need to redo the rigging


186eed  No.15573633

>>15570370

Make a thread in /agdg/, being a very slow board gives a good chance someone will see your request there since it will stay up in the front page for days. The board is not as dead as it seem, it has plenty lurkers.


6a893c  No.15573726

>>15573633

will do my man. This is the first time I've been here and I see some familiar faces I don't see in other places which is exciting.


759a66  No.15573859

File: ad4a17908578aa7⋯.png (24.18 KB, 808x627, 808:627, asdf.png)

As a test, I grabbed some 2hu RPGMaker sprites to mess around with my spritesheet and rendering loop, which is going just fine. However, their sprites are 32x48 per image, which isn't in line with my 32x32 tile grid. Since it's a puzzle game, I wanted to strictly keep "one image per cell" and avoid overlap.

But I added a dumb hat to Reimu to see how badly it overlaps. This could work fine, especially if it's only a minor overlap, right? Not to mention, if I keep the format 100% compatible with RPGMaker's stuff, people can more easily just drop their shit in and change it if they wanted to.


ff2428  No.15573877

>>15572995

Thanks, it's nice to hear some validation outside of myself and the people I occasionally show what I already have to now and again. I made a thread up on adgd earlier >>>/agdg/32389 and if you're still interested just pop in on that thread and I'll send you some of the gamefiles/plugins if you would like to see them.

Right now I'm trying to show a picture above message windows and it is proving exceedingly difficult.


c8d08c  No.15574091

>>15573859

I think that would work really well for characters.


3a57e0  No.15574114

>>15573859

As long as the tile above is recognizable it should be fine. I'm doing something similar and to keep the source rects consistent dimensions for all entities I just have the head and body has separate sprites.


c8d08c  No.15574122

File: f992ac54fb1d3fa⋯.jpg (352.83 KB, 1280x949, 1280:949, very fast Serb removing ke….jpg)


3a57e0  No.15574790

>>15574122

Too soon you madman.


75cb60  No.15575046

File: 2fd70a7dfa8985e⋯.jpg (678.16 KB, 1920x2983, 1920:2983, taekwon-kim-a-rang-6.jpg)

Does anyone here have much experience with GDscript or godot in general? I'm having some trouble building my scene modularly and connecting signals…

t. artist


c8d08c  No.15575126

>>15575046

Sure, what are you trying to do exactly?


75cb60  No.15575163

>>15575126

I may be going about this the wrong way but… I'm trying to have a collision object nested under both enemy and player scenes, that can emit a signal that will be interpreted and re-emitted by its parent. I'm wondering what is the best node type to use for that (I've been trying CollisionObject2d but it doesn't seem to work) and also, if I'm going about it backwards and I should be checking to see if the player or enemy has been entered by a collision object and then subtract health based on that.


75cb60  No.15575192

>>15575126

>>15575163

Also, I am wondering if there's any way to get one of these nodes to emit data alongside the signal - crucially, whether it can figure out what kind of node it has intersected with..


c8d08c  No.15575487

>>15575163

This tutorial shows you how to use signals with Area2D and RigidBody2D nodes.

http://docs.godotengine.org/en/3.0/getting_started/step_by_step/your_first_game.html

I would also check out this overview of the physics system:

http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html

>>15575192

The Area2D signal body_shape_entered provides you with both the body that entered the area and the Object that the body belongs to.


75cb60  No.15575674

>>15575487

Thanks, I'll check these out.


3ba351  No.15575683

Shmup anon here

Had a grand reunion and had work to do, so I was mostly busy with that.

Made a few shitty untextured model and imported them in my engine. The mirror function in blender doesn't create vertices so I have half models floating around… Also model scale is all over the place.

Background still missing but I'll be on it. I'll also work on better controls and work on effects when enemies or player dies.


e1f714  No.15576392

>>15575683

post the model, dude


d2696e  No.15576535

I'm learning vulkan and I'm running into all kinds of funky things I've never seen used like swapchain blend channels.

Do most consumer graphics cards even support stuff like this? I can't imagine what you would need something like that for, except for like maybe the world's laziest motion blur.


e2549d  No.15576602

>>15576535

Swapchain transparency is actually used by plenty of applications.

A good example is Xfire. It has a very unusual window shape, and accomplishes that by disabling the Windows border and enabling transparency.

I think it's reasonable to expect it to be supported. That said, I think it's better if you don't use it, since it's better to be uniform in the way your application works.


f0a69c  No.15579040

I asked this in agdg but I'll ask it here too:

Any engines that use a decent entity component system or ecs libraries for engines? I used entitas w/ unity and I fell in love with entitas but began to despise unity3d. I want an engine/editor that doesn't get in the way of programming I just want a decent ECS library along with other useful libraries like collision etc then hop over to my editor to create assets and arrange and test levels.

I liked the flash days with tons of libraries and how AS3 let you do a ton of shit with just code and not writing scripts onto scenes. Flash and AS3 sucked for a lot of reasons but it still had a more reasonable workflow to me, I had an ide to write code and flash was more or less a place for me to create and design assets (and flash is way better as an art editor).


e116b9  No.15579113

We're at page 13, migrate to the new thread

>>15574119

>>15574119

>>15574119

>>15574119


15f998  No.15579754

What ever happend to that guy who was making that one game with the weird alien chick and but alot of desert stuff? and some tank like floating vehicles


01a7f0  No.15579800

brainlet here, looking for advice on implementing turn-based action system

Some approaches I've thought of:

<1:

> All entities which can take turns have a "Turnable" component which has a boolean "active" as its sole member; relevant systems which cause entities to act will set the "Active" value to 0.

>Another system keeps track of the entity that was active, and when it's no longer active, moves on to the next entity in a list, and sets it active

I'm not really sure what data structure to use for my list of entities. Maybe a circularly linked list? Regular array?

<2:

>list is strictly an array of pointers to entities

>every "Turnable" entity has two components: Speed, which describes how often a given character can move, and Tdelta, which is the amount of time since its last turn.

>instead of doing like a circular iteration through a list for the turns, I sort all of the entities on each turn, and iterate through vector until I hit one where Tdelta < Speed

>player's speed added to Tdelta for all NPCs for each turn they make, so it's not like a real-time system

>if multiple playable characters, the one with the lowest speed will get an action every turn regardless of their Tdelta, and their speed value will get added to the Tdelta of all the other playable characters.

I think the second one is pretty decent. Any criticisms?


01a7f0  No.15579837

>>15579800

oh, and with the second approach, I guess I'd still have something like a "ActiveTurn" component which marks characters as being able to take an action, and is removed upon taking an action.


e116b9  No.15579936

>>15579800

That second system is really interesting, but think I'm missing something. When you're talking about how every playable character get's an action every turn, what do you mean by "turn". Is a turn just a specific measure of Tdelta? It doesn't seem like the system has turns in the classical sense, sometimes turns overlap and change orders as a character with high speed goes up against many characters with low speed and they "lap" them in the turn order.

Also you'll probably get more replies if you post to a thread that isn't past it's bump limit >>15574119




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