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

File: 17bfe2b3f6fcbfa⋯.png (126.34 KB, 2604x3139, 2604:3139, agdg jlmk.png)

File: a93f5559eae0bea⋯.png (14.85 KB, 500x500, 1:1, AGDG.png)

c546fb  No.15743354

Post Panic Edition

Resources

>>>/agdg/

>>>/vm/

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

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

Links

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

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

>Previous thread: >>15689400

Announcements

>NEXT QUARTERLY DEMO DAY SCHEDULED FOR February 2nd

>Please contribute to the wiki if you can

c9a4d2  No.15743402

Anyone working with something on Unreal Engine? just asking.


a323ee  No.15743417

>>15743402

Yeah, anything I can help you with?


c546fb  No.15743421

File: fdf89ba9ed8797b⋯.mp4 (1.6 MB, 1280x720, 16:9, 2018-11-17 16-56-27.mp4)

I was worried texturing this would be hard, but it was quite simple the trick was to unwrap the UV map with the shape key active.


d3c1ac  No.15743433

>>15743402

I've used it extensively in the past but I am not using it for my current project.


c9a4d2  No.15743447

>>15743417

>>15743433

Not really, I am just learning myself if anything I wanted to see if more people were using it, I am more of an artist myself and probably a level designer, I am thinking about making some "test" level layouts with just basic shapes and see if I can share them.


b27bdf  No.15743500

>>15743421

Why did you make base shape to be folded and not open? Wouldn't it be easier to close the fan rather than open it when making the shape key?


b08192  No.15743707

File: 72f3b4f63e57be8⋯.png (303.77 KB, 1353x976, 1353:976, 1457979336153.png)

Whoever told me to not add weapons to my racing game, you were right. While weapons are fun in slower lighthearted racers, it's too much when your full concentration is already occupied because of superspeed racing and a single mistake can crash you into a wall. I now understand why wipeout games are so much slower than f-zero games, you'd overtax the player otherwise. Lesson learned i guess.


2196a9  No.15743931

>>15743707

Make it co-op, like Mario Kart Double Dash.


111625  No.15743995

>>15743707

full auto is a great game


c546fb  No.15744043

>>15743500

The closed state is the neutral state because it was easier to make closed and then morph into open than doing the inverse


581215  No.15744098

>>15743707

I think it could work if you plan to base your game around skill. You might just have to map your control scheme properly to accommodate quick menu or control juggling.


b08192  No.15744363

>>15743931

>>15743995

>>15744098

I'll just add quick time events to every corner and missions where you need to slowly drive behind a futuristic minority driver as he narrates something about slavery and why you need to apologize.


17afce  No.15744382

Anyone try lumberyard? you don't have to pay a royalty to chinks


a323ee  No.15744404

>>15744382

Thought about it, but you're forced to use Amazon's servers, if you ever do something online. And given how complicated huge engines are, I want to stick with an engine for many projects so I have time to actually master it.


c546fb  No.15745419

>>15744382

Looks too big and complicated for amateur game deving


da3ec8  No.15745823

Currently working on a project, should be able to put a pre alpha on steam by the end of next week, also considering itch and making a patreon or something, but im not sure if i could offer much.

Also the game will probably get banned or cause a bit of butthurt.


67b0d3  No.15745853

>>15745823

Steam recently changed their policy to only ban games that are obvious trolls (low effort trolly games with no intrinsic value, asset flip games, etc), and not based on butthurt.

If you make a good game, but it causes butthurt; no worries.

If you game's only purpose is to troll, isn't fun, and is low-quality trash; expect to get banned.


d3c1ac  No.15745935

>>15745929

You can look into makehuman.


c9a4d2  No.15745957

>>15745935

>>15745929

MakeHuman has some decent stuff which you can customize.


048560  No.15746038

File: 3c97e4cb8111caf⋯.jpg (142.42 KB, 1071x710, 1071:710, Screenshot_20181117-214118.jpg)

> FINALLY getting sound effects in this god damn game

Making sound effects with basic tools– that actually sound good– is hard work


041824  No.15746054

Anyone know what happened to that ss13 clone in the doom engine some anon was working on?


b27bdf  No.15746465

>>15745929

I never could find any good animation ready rig with IKs and all. What I advice is to just search for some free rigged model, it will probably have good enough weights, but lack IK controls, just add them yourself.


c9a4d2  No.15746472

>>15745929

What exactly do you need? I can make you a quick one in MakeHuman if you want.


da3ec8  No.15746659

>>15745853

well at the moment its low quality, as in pre alpha, still using cubes as graphics, and not all gameplay is implemented yet. think I should wait until more of it is done to avoid the ban?


67b0d3  No.15746704

>>15746659

I doubt you'll get banned because of pre-alpha quality of assets.

Although, I wouldn't start selling it if it's pre-alpha quality, but that's me; as you'll turn a lot of potential customers off at the sight of a "low-effort" game (from the audience's perspective).

Better to play-test it while it's at that stage (free access), and at minimum have it at beta quality to release it as an early access w/a lowered price tag.


dfe392  No.15746774

File: 085a344590f67ad⋯.png (152.1 KB, 515x472, 515:472, jjnw3wor.png)

Reminder to self not to over think about optimizations. It's likely not as useful as you think, plus gets in the way of actually getting things done.


35e49f  No.15746811

Where and what is that Indiana Jones game? Last time he was here it took me forever to get him to spite out his game for some reason. It better be a him too btw or I swear.


bdf7ee  No.15747430

>>15746811

Not sure what game you're referring to. The one with the autistic grass ocutting? That has a main character with a hat.


bdf7ee  No.15747449

>>15747430

>ocutting

cutting*

How did I even make that typo?


275750  No.15747454

YouTube embed. Click thumbnail to play.

>>15746774

Skip to 4:14. Clean the kitchen house wife.


767ba7  No.15747848

>>15746038

Would you know how to make your own sound effects via a byte buffer that gets pushed to an audio stream? I guess writing my own synth?


c546fb  No.15747917

>>15746774

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

IF I WANT TO SPEND MONTHS OPTIMIZING MY FUCKING GRASS I WILL REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE


c546fb  No.15748210

File: 10d44c72a3e4335⋯.png (237.13 KB, 735x786, 245:262, tamate hair.png)

How the fuck do i make a good sidetail? this looks pretty bad


c546fb  No.15748212

>>15747917

Stop embarrassing me


c546fb  No.15748217

File: ed5685580d09ffd⋯.webm (11.22 MB, 1000x472, 125:59, 2018-11-18 18-08-20.webm)

>>15748212

no u, also, congratulations on having our id make 4 consecutive posts instead of just 3

On a serious note. Now grass blocks plowing fields. Soon the plowed field will stop grass from growing back


b27bdf  No.15748301

File: 4b62c9cb44587fc⋯.png (260.68 KB, 670x775, 134:155, ClipboardImage.png)

>>15748210

Maybe move it so it doesn't look perfectly perpendicular and add a slight bump under the hairband so it looks like it's drawing from the hair and isn't a sticked on separate element.


767ba7  No.15748350

>>15748217

>Put all that effort into grass

>Give players the ability to remove it

Don't you want them to see where your effort went?


ef0fde  No.15748379

>>15748350

This is the line of logic that leads to unskippable cutscenes, and it can go fuck itself straight back into hell where it came from.


143a31  No.15748389

>>15748379

DO YOU NOT HAVE GRASS?


ef0fde  No.15748428

File: 9c91e00927594fd⋯.png (699.56 KB, 700x509, 700:509, ClipboardImage.png)

>>15748389

SO FAR, MY GAME ONLY HAS HIGHLY URBAN ENVIRONMENTS, BUT THE GRASS THAT WILL EXIST WILL ALL BE JUST PIXELS THAT YOU CAN WALK ON.

DO NOT TOLERATE OBTRUSIVE GRASS.

IF YOU CANNOT COEXIST WITH THE GRASS, YOU MUST REMOVE THE GRASS.

GLORY TO ROUNDUP.


c546fb  No.15748442

>>15748350

Wouldn't you put Mexicans in your game just so you can send them back?

It's the same principle


c546fb  No.15748445

>>15748350

Grass grows back, unless the player builds on top of it, so they can always see the effort unless they fill the entire map with props or crops

Also cutting grass will make animal feed, it is a game mechanic, not just cosmetic


c546fb  No.15748455

>>15748301

I could do that yeah, or just save the sidetail style for another character that doesn't have animal ears…


653b0c  No.15748527

>>15748389

>>15748428

GRASS THE REICH

LAWN WAR NOW

The day of the mow is coming.


8d6758  No.15748757

>>15743402

Not lately, perhaps one of these days I'll get back to deving.


a08e98  No.15751906

File: bea0fc6c802a674⋯.png (152.69 KB, 617x226, 617:226, 453543543453.png)

I only play fighting games so should I make a fighting game. Note that I can't code at all, I only watched a tutorial series once and I only know how to use booleans and if statements


f98305  No.15751914

File: 9dec03d0813da0c⋯.mp4 (5.88 MB, 480x854, 240:427, *poc*.mp4)

>>15751906

That's alright, now you only need a for loop to be able to do anything.


63dc50  No.15751944

I need a template for a lot of things

I don't like anyone else's templates

how do I make my own templates

how will I know mine will suffice?


63dc50  No.15751955

YouTube embed. Click thumbnail to play.


a08e98  No.15751966

File: b34f2110ea97e5d⋯.png (157.03 KB, 700x701, 700:701, 1542156711333.png)

Should I fall for the udemy jew


adfb4b  No.15752002

>>15751906

Making sprites for a 2d fighter is a nightmare.

>>15751944

What kind of templates?


c30a19  No.15752008

>>15751906

> I only watched a tutorial series once and I only know how to use booleans and if statements

That's a victory. It's a progressive process. You will learn slowly, but as long as you keep learning, you'll get there in no time.

Don't try to make a fighting game off the bat, though. Start simple and easy, and move up. The first thing you should make is Pong or Tic Tac Toe. One of your first games should be a simple Mario clone.


63dc50  No.15752021

YouTube embed. Click thumbnail to play.

>>15752002

all things


a08e98  No.15752034

>>15752002

>Making sprites for a 2d fighter is a nightmare.

Yes, that's why I'm gonna do 3d graphics


bdf7ee  No.15752069

File: d9039d6dd71d286⋯.png (14.61 KB, 487x191, 487:191, ClipboardImage.png)


c30a19  No.15752099

>>15752034

That doesn't make it much easier on you. It's way easier to work with 2D sprites, it's just a bit more time-consuming to make them. Even so, making and texturing good 3D models isn't easy. Please take my advice above. Don't start with a fighter. Take a week or so to make pong or something like that first. Start simple and work your way up, or at best you'll get a broken mess and end up burned out.


c546fb  No.15752144

File: 56bd1b29dbbed46⋯.png (233.82 KB, 1890x822, 315:137, Karen hair.png)

Dropped the sidetail for this girl, will do it with someone else, probably the vampire girl since she won't have animal ears


a08e98  No.15752145

>>15752099

won't I get burned out even fast from making stuff I don't even enjoy.

I never liked 2D Mario


a08e98  No.15752326

>>15752008

>>15752099

So it's okay to start out with Unity? Don't have to use visual studio?


5c21cf  No.15752332

Do the Risk of Rain guys hang out here, or did they stay on halfchan?


7e64bb  No.15752334

>>15752326

Unity is both an engine an IDE (Integrated Development Environment) - it has everything you need in a self contained sandbox. Of course, you can use other toolsets to create content (eg Notepad++ or VS, etc).

VS is just a code editor, basically


87bdf9  No.15752366

>>15752326

>>15752334

Unity used Monodevelop as IDE until version 2018, now it's shipped together with Visual Studio 2017 Community as far as i remember. However, i recommend dropping VS2017 in the install option and go with Visual Studio Code which is more lightweight and less of a clusterfuck and also supported by Unity.


7e64bb  No.15752374

>>15752366

I'm just using VS 2010 Express C# edition for my own projects


7e64bb  No.15752445

>Have a Settings class that once passed into the root controller object, shouldn't have any values changed

>Controller and components have a Reset() function

>Not sure whether I should create the array if it's null, and/or initialize missing values if they end up null, or just set everything to 0/default


143a31  No.15752517

>>15751906

>>15752099

Fighters aren't difficult if you're willing to ease up on the graphics. I say use squares for characters and make it functional. After it works and you have something to show it'll be easy to find a talented artist to complement you.


143a31  No.15752527

>>15752144

>Literal foxy milf.


e6930d  No.15752638

Any AGDG composers/musicians capable of creating some semi Michael Jackson/dance beat-seque, 8-bit, knock-off tracks? I'm likely pushing my luck, but it would be neat if there were was one willing to make a few tracks (4~5, maybe 6) in their spare time just for the sake of practice/experience.

Not asking for high quality stuff. just something that sounds catchy or funky.


46ee1b  No.15752880

File: 06b0ab5f3a962dd⋯.jpg (209.91 KB, 850x1101, 850:1101, Dragon.Quest.V.full.882268.jpg)

>>15752145

If you don't enjoy the process of making a game– figuring out how your systems will work and cooperate– regardless of what that game is, then gamedev is probably not for you. Putting polish into a game you don't enjoy can be a drag but you don't need to polish practice projects.


701019  No.15752984

File: 95b0359b3369b48⋯.jpg (21.21 KB, 600x600, 1:1, healthism.jpg)

>>15752144

> four ears


c546fb  No.15753090

File: 9e98a30da1b399e⋯.mp4 (3.72 MB, 1280x720, 16:9, 2018-11-19 18-50-39.mp4)

>>15752527

This is the daughter, Karen

>>15752984

Yes, in my universe Foxgirls are human-made homunculi (all monster girls are), some are prototypes and have a few non-planned quirks, Foxgirls are the animal ear prototype, the creators basically forgot to remove the human ears when making them, Cat and Dog girls will have only the upper pair

Finishing her hair


a08e98  No.15753139

>>15753090

post topology


54d06b  No.15753154

>>15751906

Learn about state machines, they're used in fightan games.


c546fb  No.15753158

File: 3bf85d8708db939⋯.png (293.57 KB, 716x821, 716:821, its shit.png)

>>15753139

it is really bad this time, most of it won`t move, so I didn`t worry about it


eee94c  No.15754386

>>15747848

Sorry, no idea. I'm only using the tools provided with LIKO-12.


767ba7  No.15755012

>>15754386

How is that different from PICO-8? Is it the same devs? The UI looks similar


0d9871  No.15755353

File: d7b866aa2d55cbb⋯.webm (956.16 KB, 480x480, 1:1, reed_idle1.webm)

File: 5a6e95cc5611d81⋯.webm (285.02 KB, 480x480, 1:1, reed_swing.webm)

I have something stupid like 50 unique animations now.


dab0b5  No.15755427

File: c23c2da25c9e68c⋯.jpg (302.2 KB, 2048x1280, 8:5, 30a383bf5242a678ae19906328….jpg)

>>15755353

Random advice from a dude who does sword stuff irl(haven't seen any vids with her using a sword and assuming you'll use those animations):

If you add yumewatari or kokorowatari and have her using them with one hand, these animations would look way too stiff. She should hold it with the pinky and ring fingers most securely on the sword. The middle finger is looser and the index and thumb are barely even holding onto the hilt, being very relaxed. So This allows for a full extension of the blade in a swing and for the tip to be accelerated very quickly to be able to cut with even minimal motions from the wrist.

You can look up one handed sabre videos for reference or kendo(tenouchi as a concept in particular, like here https://www.youtube.com/watch?v=-fo-aAWg-6Q) if you'd like.

T. Shinobu a cute and she should look good with a sword.


0d9871  No.15755493

File: 73f859cff678b4e⋯.gif (5.43 MB, 600x600, 1:1, 1.gif)

>>15755427

That's good reference thanks but that's not a sword lol it's a cattail from a reed. She is just using it to smack.


304ca6  No.15755510

>>15755493

>>15755353

Are you using Godot or Unity?


0d9871  No.15755525


dab0b5  No.15755530

File: 743f4cf1d495160⋯.jpg (48.78 KB, 1275x718, 1275:718, 1380561616023.jpg)

File: e8799d909757b5e⋯.gif (974.58 KB, 600x338, 300:169, 1380562310631.gif)

File: 5ccd3112af6ae07⋯.gif (1.59 MB, 740x416, 185:104, 1380562790524.gif)

File: 837cc4fe9f6b476⋯.gif (1.17 MB, 480x270, 16:9, 1380563019616.gif)

>>15755493

Yah I saw it, just wanted to make sure.


adfb4b  No.15755633

>>15753154

>Learn about <academic buzzword>

This only confuses beginners.


fa91d1  No.15755636

>>15755353

now if only you could find some taste


0d9871  No.15755644

File: fd43d867b85e4c2⋯.jpg (21.18 KB, 563x503, 563:503, 1539329543.jpg)

>>15755636

Taste in what.


92ed60  No.15755660

>>15755633

State machine is not an academic buzzword.


adfb4b  No.15755776

>>15755660

It's an overly complicated way to describe a simple concept. It's terminology used by academics and wage slaves to make themselves appear more official and important. It's used by script kiddies to make themselves look smart and look like they know what they're talking about. It's a term used by people that can't explain what they really mean. Can't say "logging", it has to be "data mining". Can't have "programming", it has to be "computer science", as if banging a hammer is "hammer science". Can't have "anonymous function", it has to be "lambda". A Greek letter, how descriptive. It's the same thing in mathematics. Academics like to show off chalk boards filled with arcane symbols and weird formatting to make themselves look like Einstein when what they're doing can just as well be defined in plain English. It's a trick used to sell degrees, acquire grants, makes people that know what they're doing look bad, and assure the job security of amateur programmers. You see this all the time when programming as a career. The boss, who is not a programmer, is impressed by buzzwords. It's unfair to actual programmers that talk like grown ups. If you enter a company and they tell you about how they want to do cool sounding stuff like "artificial intelligence"(unless it's for vidya), you know you're in a bad place.


4176a6  No.15755793

>>15755776

Wwhile writing this tldr you could have just read up what state machines are or watched an educational video.


f98305  No.15755807

>>15755776

>overly complicated

If you're a retard, maybe.


c546fb  No.15755862

File: 23282176324c463⋯.jpg (105.13 KB, 1920x1080, 16:9, crying shinobu.jpg)

>>15755353

I still want to see this expression


c546fb  No.15755864

File: 50e369eb8e39115⋯.png (198.95 KB, 529x251, 529:251, he is retarded.png)

>>15755633

State machines are one of the most simple and most important concepts in programming and AI


72e38c  No.15756119

>>15755864

I have no dog in this argument, but that just wrong. I'm leaving now.


6c6d79  No.15756172

>>15755776

I-Is this a copypasta I don't know about?


92ed60  No.15756538

>>15755776

> It's the same thing in mathematics. Academics like to show off chalk boards filled with arcane symbols and weird formatting to make themselves look like Einstein when what they're doing can just as well be defined in plain English.

This is really good bait. It isn't even bullshit in its entirety, it's just applied to the completely wrong thing.


a08e98  No.15757349

File: cbe0e12a9f8a031⋯.jpg (201.32 KB, 1920x1080, 16:9, gabriel-dropout-08-08-inte….jpg)

>>15752880

Learning programming is pretty fun, I learned a few things yesterday albeit it's probably the kind of stuff any retard can understand.

I've found enjoyment in typing things out and having the computer do shit, it feels rewarding so I think I might actually enjoy making any kinda game.


f98305  No.15757367

File: 80fdc6dbd0dd232⋯.png (326.41 KB, 498x462, 83:77, 80fdc6dbd0dd232434376d8b48….png)

>>15756172

Fuck, it might be.


a08e98  No.15757371

>>15753158

>>15755353

Is it better to sculpt models or to make them with the boxing and extruding shit manually

I learned how to make models via extruding (my topology is shit though I find it very hard), can't sculpt but if its easier i'll learn how to sculpt


29d636  No.15757376

File: 4ceb7b273e3e7bd⋯.jpg (61.18 KB, 567x781, 567:781, 4ceb7b273e3e7bd31a1bf60fe6….jpg)

>>15756766

>Doesn't know how to take off a jumper.

Thats Britbong education for you.


c546fb  No.15757486

File: 8ac92aea435152a⋯.png (139.54 KB, 664x882, 332:441, karen hair textured.png)

Textured hair, now to make her Yukata, also need to think what to do with the hair clip, i could add some symbol in there


c546fb  No.15757494

>>15757371

I always extrude, i don't like sculpting


b27bdf  No.15758007

File: 944244c56454dfc⋯.webm (2.71 MB, 488x381, 488:381, stances.webm)

Different stances. Crouch and prone will increase the camouflage stat of the player characters, but lower their movement speed. I think I'll also add some combat related effects like, prone increasing defense against distance attacks, but lowering it for melee attacks. Floating will be probably some high level skill or a temporary effect from items to get over obstacles like water or ravines. Running increases your movement speed.


767ba7  No.15758044

File: fd317e928f832c2⋯.png (214.4 KB, 870x500, 87:50, ClipboardImage.png)

>>15753154

>>15755633

>>15755776

Oh boy, let me tell you about "simple machines".


701cba  No.15758091

File: 294e494c39f6e42⋯.jpg (2.35 MB, 3185x4000, 637:800, DP-14201-005.jpg)


313604  No.15758103

>>15755776

I'll never understand why people get upset when different terms are used in different circles. It's all just definitions; any person with a functioning brain can learn vocabulary. Some people will use academic terminology to sound smart, but saying that's the only reason for academic language to develop the way it has is retarded.

>programming is computer science

>logging is data mining

>anonymous functions are lambdas

If you think you can equate any of these terms, it's time to pick up a book.


d3c1ac  No.15758138

>>15758091

The analogy is too good. I'm going to have to refer to >>15755493 as Pygmalianon now.


0adde9  No.15758381

File: 59f792961016a6c⋯.png (36.52 KB, 396x400, 99:100, 77081873.png)

fellas, in godot all of my rigid body characters just walk right through each other, why aren't they colliding?


ff5ba4  No.15758553

File: cb3f1e9d457c9d7⋯.png (2.17 KB, 170x212, 85:106, skeleton.png)

File: 291d46b82de18ce⋯.png (54.03 KB, 937x401, 937:401, skulls.png)

Someone rate my skeleton.

I'm checking out SRPG Studio and I'm liking what I see so far, got a couple of IDEAS I want to do in there


a08e98  No.15758571

File: 574effb3830e598⋯.png (159.86 KB, 653x457, 653:457, 34453453.png)

>tfw too stupid to make pong in unity

guess i need to learn more of c# on its own first


42e7ae  No.15758576

>>15758571

Don't mess with Unity. It's a sloppy engine hacked together for the sole purpose of profit off of gullible small dev teams. Go with Godot. Even the biggest amount of technically trouble with it surpasses the cons of Unity.


45c36b  No.15758583

>>15758553

I like the third one better.


12976d  No.15758584

>>15758576

Can you use actual languages on it yet or is GDscript still mandatory? As long as it is, it might as well be unusable.


b80d66  No.15758586

>>15756766

The 2D engine is superior to Unity's, sure, but the 3D engine isn't really ready yet.


b80d66  No.15758588


6f758b  No.15758589

>>15758576

Godot is still unusuable and poorly supported, suggesting it to newfags is somewhere between optimistic and malicious


42e7ae  No.15758603

>>15758584

C# is available, but I don't think that's what you mean by usable languages. There's plenty of bindings for Godot like Nim and GDnative C++.


b80d66  No.15758623

>>15758589

>unusable

>poorly supported

Only if you're using the 3D engine, stop spreading FUD.


a08e98  No.15758625

File: 25f7d5eba116f1f⋯.png (1.26 MB, 1505x888, 1505:888, 4545455445.png)

>>15758576

I'm already comfortable with unity's interface and shit and I wanna stick to it so I don't get confused by the engine and put all my focus towards learning programming.

I'm watching "How to program in C# - BASICS - Beginner Tutorial" by brackeyes and made it to episode 8 so far. I have a full grasp on variables now, struggled with understanding for/while loops and honestly I still don't know in what ways I'd use it for games.

I got to episode 9: ARRAYS and I got fucking confused so I stopped watching for the day because i figured trying to learn too much at once wouldn't be a good idea.

I'm fucking terrible at math, for example when he was making code that wrote down the even numbers between 1 and 10, I had a hard time grasping what the math part of that was.

Anyway some time passed since then and I wanted to see if I was able to make pong like you guys told me to yet and I looked up a video and was immediatly overwhelmed with all the shit I hadn't seen before like

vectors and velocity delta speed, math stuff n shit, I assume that comes later so I'm gonna keep watching the C# tutorial tomorrow


767ba7  No.15758638

>>15758571

>Graduate from college for programming, perhaps 6 years ago jesus fuck what am I doing with my life

>Needed a co-op credit, apply to a local gamedev studio and work pro bono

>Don't know shit about XNA or C#, fumble my way through

>Didn't write one usable piece of code for the 4 months I was there

>Wasn't the lead programmer thank god, but let the team down

Feels bad man


6f758b  No.15758644

>>15758623

Want to know how I know you're not from around here?


cfc880  No.15758646

>>15758625

> hadn't seen before like vectors

Did you drop out of highschool?


767ba7  No.15758650

>>15758625

In the academic sense, a Vector is a unit of data like an array (several contiguous members). In /agdg/ and general gamedev terms, a Vector is usually a collection of 3 floats, X Y and Z to denote a coordinate. Or a velocity, whatever you wanna use it as.

You get 60 updates per second normally, so the update logic is being called 60 times a second. If the paddle had a speed of 4, it wouldn't make sense to move it by 4 every update, it would go 240 units (probably 240 pixels) per second. Way too fast. Instead, you read the delta time (usually 1/60 of a second, or 0.166667f) and scale your movement by that amount. Thus, it will move the expected amount (4) in one second


b80d66  No.15758654

File: d644868aa1eadcc⋯.png (378.23 KB, 670x420, 67:42, 1447094984513-0.png)

>>15758644

Sure, go ahead.


6f758b  No.15758655

>>15758646

It's safe to assume he's seen all of this before and just forgot


e6930d  No.15758662

>>15758381

Have you checked your physics layers?


a08e98  No.15758666

>>15758646

I made it past high school but I never paid attention in math class and even fall asleep during exams a few times

hmm..never studied in general tbh

so there is the possibility that I either dozed off on it or we didn't even learn about them, I was put in low education classes after all and in my country you're expected to do an apprenticeship after highschool and you go to a certain school depending on your job.

And well, I am a NEET and never bothered with that.


1635a0  No.15758668

>>15758381

Did you set collision shapes for them?


ff5ba4  No.15758680

File: 65b7ab7fbe9c1be⋯.png (2.76 KB, 207x254, 207:254, test.png)

>>15758583

Hows this?


384740  No.15758683

>>15757486

Looks nice


384740  No.15758693

>>15758666

You expect to be able to gamedev without knowing basic high-school math? Sorry to break it to you but it's not possible, learn math first.


143a31  No.15758704

>>15758625

for loops are very usable bro, here's an example (in pseudocode)

array<ship> ships;

for(int i=0; i<20; i++) {

enemy e = new enemy();

e.x = random(1, 500);

e.y = random(1, 500);

ships.add(e);

}

Here it's making an array of ships (a container for the enemies), then a for loop runs 20 times, creating enemies, giving them a random position between 1 and 500 in both x and y axis, and adding them to the array.

for(int i=0; i<ships.length; i++){

ships[i].blow_up();

}

And here you're iterating through all elements of ships and calling their individual blowing up methods.


143a31  No.15758711

>>15758680

Is that an enemy? He looks so happy. Is this a children's game?


086455  No.15758716

>>15758625

>what the fugg can i use for/while loops for?

holy xd, loops are fundamental way of programming, it makes computers computers.

if you don't know what % does, holy epic


c546fb  No.15758720


a08e98  No.15758721

>>15758704

I understand the for loop there but how does it add them to the array and whats the use of an array

what is an array


757a47  No.15758724

File: 716f3d88adb0456⋯.jpg (108.59 KB, 568x516, 142:129, a very mild kind of spooky.jpg)

>>15758680

>>15758711

He does look like one of those friendly, bumbling and almost harmless "boo spooky skeleton chitter-clack-clack-clack" types of skeletal warriors that try really hard but never seem to get ahead in life or death.


a08e98  No.15758725

>>15758716

>if you don't know what % does, holy epic

isn't it just a different kind of division?


01375e  No.15758727

>>15758638

>graduate from uni after studying CS a couple of months ago

>take a break first, then apply at a local game studio

>come out on top of applicants, but don't take the job, because I wanted a higher salary than they were willing to pay

>in meantime, Anon from here thinks about entering a gamejam

>volunteer and get role as lead programmer

>everything comes together nicely and the game is shaping up to become something great (and not just by gamejam standards)

Feels good man.

Don't give up, anon. If you pull yourself together, you can become a great developer. And we need those, if we want gaming to be more than overhyped, but fundamentally simple, AAA games and pretentious propaganda pieces made by the indie clique and their suckers.


767ba7  No.15758730

>>15758725

% is the modulo operator in basically every language. In C# specifically, it's the "remainder" operator. So if you do 10 % 4, it will yield 2 (the remainder of the division)

Please do yourself a favor and read all of these:

https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/operators/

https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/keywords/


2031ad  No.15758735

>>15758704

>for(int i=0; i<ships.length; i++)

What are you writing this in, C?


01375e  No.15758736

>>15758721

>what is an array

Wew. Are you for real? Arrays are basically lists you use, when you want to store multiple variables together.


6f758b  No.15758738

>>15758735

he said it was pseudocode. It's what all the main game engines like unity use.


086455  No.15758751

>>15758725

ok epic, the % is a modulus operator, i hope you know what operators are.

a modulus operator is useful for whole numbers and finding the remainder after doing division

for example:

>5 / 2 = 2

>5 % 2 = 1

if you use your brain for a second, you would realize that every odd whole number divided by two always have a remainder of 1.

for floating point numbers you don't need %.

read a book or read the manual


143a31  No.15758754

>>15758721

ships.add(e) is adding the enemy e to the array ships (your language may vary). The array was declared as array<ship> ships: this means it's an array of name ships that can only hold objects of type ship. The array can grow or shrink as you add or delete it's elements. An array is like a numbered list whose elements you can reference by using its index number. You don't know how many enemies there might be in your scene, so you need to procedurally add them and make them work. By using an array and for loops you can tie some function to all of them, whether its 5 or 500.

>>15758735

C but simplified (vector.add instead of vector.push_back and no pointers).


6f758b  No.15758762

>>15758754

There's no point in explaining this shit, you're retreating ground that has been covered literally thousands of times. If he has the right form of autism, he'll get it with or without your help. There's a certain futility to it that you'll understand eventually.


2031ad  No.15758763

>>15758754

ok I just get triggered every time I see an array iteration with for(;;) syntax.


ff5ba4  No.15758769

>>15758724

>>15758711

Kek, it might just be my undead bias showing but I can't think of a way to make him seem unfriendly. I'm basically trying to make a SRPG where you play as Dracula/The Dark Lord from the Castlevania series. The skeleton would be one of your starting troops. It would be more like Langrisser than Fire Emblem with you controlling stronger "leader" units and "troops", with leaders having a aura that makes their troops stronger and no penalty if your troops die but if the leader dies the rest of their group leaves or maybe gets a severe penalty.


757a47  No.15758772

>>15758763

Occasionally still better than what clang with -O3 can spit out.

Also, muh SIMD instructions


12976d  No.15758777

File: b86651ec0db2d51⋯.png (3.28 KB, 207x254, 207:254, ClipboardImage.png)

File: 0634725afdadebf⋯.png (3.29 KB, 207x254, 207:254, ClipboardImage.png)

>>15758769

Here. Also, I'm not certain how you scaled the image, but the pixels vary in size, so fix that.


0adde9  No.15758778

>>15758668

their shapes are a child of area2d, does this cause anything


086455  No.15758781

>>15758778

>area2d

wrong


143a31  No.15758803

File: a72025c704dc715⋯.png (16.27 KB, 207x254, 207:254, pk3.png)

File: 1873edcf76df50b⋯.png (16.27 KB, 207x254, 207:254, pk2.png)

File: 3161a4a99f30967⋯.png (16.27 KB, 207x254, 207:254, pk1.png)

>>15758769

Just get rid of the smile (pk1). Smaller eyes will make it look more like a monster and less like a thing with a soul (pk2). Angry eyes will make it look hostile (pk3).


0adde9  No.15758812


cfc880  No.15758819

>>15758812

did you add a rigid body


086455  No.15758824

>>15758812

you use a collisionshape not an area2d


0adde9  No.15758825

>>15758819

rigidbody -> area2d -> collision shape


ff5ba4  No.15758834

File: 148d5f47f2ad9cf⋯.png (11.54 KB, 877x280, 877:280, Compare.png)

>>15758803

>>15758821

Whoops, that should have been that small. I tried doing the first one, but I didn't like how that looked.


60109b  No.15758845

File: d8ec321c5f81b62⋯.png (50.59 KB, 194x63, 194:63, subtle.fw.png)

>>15758834

consider this


086455  No.15758847

>>15758834

I actually like the smiling skeleton, there's something unique about it


8fcaf8  No.15758873

>>15758834

The last one he kind of looks like an angry mexican / mongolian.


ff5ba4  No.15758893

>>15758834

*shouldn't

Fuck I'm a mess right now

>>15758777

I used paint to take the screenshot so things might have turned out funky.

>>15758845

Maybe I'm being too autistic obsessing over a pixel, lol.

>>15758847

I'm sure he appreciates that anon.

>>15758873

I'm guessing it's the mouth looking like a mustache, kek.


826e29  No.15758959

>>15758721

An array is like a list of variables within a variable.

In Unity it would work like this.

< First you set a variable as an Array

> public int[] arrayVariable;

Keep in mind you could also set float[], string[] or whatver type you fancy

< Now you set the "length" of the arrayVariable to let's say 2 of whatever type you set.

> arrayVariable = new int[2];

< Now that the length is set you store the variables within the Array however you like

> arrayVariable[0] = 123; arrayVariable[1] = 456; arrayVariable[2] = 789;

This is useful because

1. You don't need to make hundrends of different named variables to save information.

2. Arrays can be used in conjunction with loops to set or get information. For example if you want to get the information out of the array with a loop:

for(int i = 0; i < "lenght of the array"; i++)

{

Debug.Log("Show array value: " + arrayVariable[i]);

}

Instead of

Debug.Log("Show array value: " + arrayVariable[0]);

Debug.Log("Show array value: " + arrayVariable[1]);

Debug.Log("Show array value: " + arrayVariable[2]);

…. etc.


a08e98  No.15758980

>>15758959

Thanks anon that makes sense.

Can you give me an example of practical use for arrays? Like lets say in a 2d mario game.


767ba7  No.15759031

File: 8c5aa27f6eb1f8e⋯.png (6.53 KB, 384x120, 16:5, ClipboardImage.png)

>>15758980

The classical example in gamedev is a tile map. Every background tile would have an index in the array. So to display a 320x240 scene of 8x8 tiles, it would take 40x30 tiles, or 1200 tiles on screen. Thus you could have a Tile[] array of that size.

Or maybe you only allow up to 8 objects on screen at a time; Mario, some enemies, and some coins. Each active object could have its own home within that array while its on screen (and then it wouldn't be able to spawn another if it exceeded that limit)

Or even, the color index table is an array of sorts, too.


826e29  No.15759073

>>15758980

A practical use might be storing player names in a multiplayer game. When player join you store the name in a variable like this:

> playerName[1] = "Dude";

When someone else joins you make another

> playerName[2] = "OtherDude";

and so on.

Now with a simple loop you can display that list when a player presses Tab. You could also store his score, or maybe different enemies with different names and values. You just group everything under one variable name, just like all Citizens in a country are classified under "citizen" but have different ID numbers to identify them.


a08e98  No.15759085

>>15759031

>>15759073

thank you, it's much clearer to me now


6f758b  No.15759137

>>15758980

>Can you give me an example of practical use for arrays? Like lets say in a 2d mario game.

Can you go do some practice on your own?


5da5c7  No.15759160

>>15758980

Arrays are for iteration, they are a set of items that have a specific order. You make an array when you got a set of items so you can cycle through them. This whole post is a series of character in a specific order for example, it is an array and the value at position 0 of this post/array is ">".


901e26  No.15759203

How the hell do you guys do your GUI menus?

I was hoping to use something like QT, and I've been googling around, but I'm still a little confused; it seems as though I'd have the SFML render target as a QT widget inside my window. I can make that work, but in general I'd like to be able to draw the game in the background while my menu is overlaid.

What are my options here?


143a31  No.15759232

>>15759203

Surely you can capture the image of the screen to use as the background for the menu?


901e26  No.15759246

>>15759232

oh, like getting the raster image from my embedded rendertarget widget and then setting the background on every frame?

yeah i guess i could do that lmao, i'd just feel weird about it


767ba7  No.15759255

>>15759203

I can tell you that SFML doesn't natively support clipping regions, so you can't stop text from flowing out, I know that much


d3c1ac  No.15759269

File: 4a5f4ba05727a2b⋯.png (138.46 KB, 952x819, 136:117, Pistol1.png)

File: 05ced7f2f7bbf3b⋯.png (131.27 KB, 943x800, 943:800, Pistol2.png)

>>15759232

Trigger Control dev here. Rate my pistol.


d3c1ac  No.15759294

>>15759269

Sage for double post. I should mention this is my high poly mesh. Many details will be baked into the texture of the low poly mesh and not actually be a part of the geometry.

Also I didn't mean to reply.


5d1b3f  No.15759301

>>15759269

Do you have the tax stamp for suppressor


143a31  No.15759342

>>15759269

Looks good but I don't know anything about guns. Is the bullet cannon lips supposed to be that long?


5d1b3f  No.15759386

>>15759342

>bullet cannon lips

Thank you for this


d3c1ac  No.15759423

File: 76a556c00e0237b⋯.jpg (248.71 KB, 1238x1213, 1238:1213, print_hk45_ad3_1240.jpg)

File: 72cd3a3a1823aaf⋯.jpg (727.2 KB, 800x581, 800:581, hk45_photo.jpg)

>>15759301

Suppressor is coming, but considering you play a character engaging in illegal activities it won't have a tax stamp. Please don't tell the video game ATF.

>>15759342

This is the "tactical" variant. The longer threaded barrel can accept a suppressor. H&K also sells a version without the longer barrel. My game is going to let the player use a suppressor so I modeled the tactical variant.


143a31  No.15759431

>>15759423

Will you use subsonic bullets so the suppressor actually works as pop culture expects?


d3c1ac  No.15759438

It's a .45 caliber so yes.


12517f  No.15759487

File: 75fb4bf5dba8bda⋯.png (319.88 KB, 540x643, 540:643, 75fb4bf5dba8bdac475f8ecfe6….png)

>>15757349

>I learned a few things yesterday albeit it's probably the kind of stuff any retard can understand.

It's like this all the way through, save for a few concepts at first. If it keeps seeming hard, the analogy was shit so look for someone that can explain it better. (Wikipedia always makes something look harder than it is)


0adde9  No.15759540

File: 1aa516c36cd5a7f⋯.jpg (36.3 KB, 811x612, 811:612, 1542595266420-1.jpg)


086455  No.15759684

>learn what gimbal lock is

is there any reason to use any rotation that is prone to gimbal lock?


143a31  No.15759687


767ba7  No.15759718

<C#

>Need bitflags on an inventory manager so you can track which items you have

>But this is abstracted and the enum type wont necessarily be known ahead of time

>Therefore I should use int or uint for 32 inventory flags

>But I could just as easily break my internal convention of "int is the largest type" to support a long / 64 flags instead

What do


767ba7  No.15759774

>>15759718

Ah christ I just tried experimenting with bitflags and no matter what I tried, it wouldn't let me declare 0x80000000 as a value with the int32 enum fields (it was saying the value was too large). I was trying to pass it the lowest value possible at 0x7FFFFFFF or whatever, but couldn't figure out how to express it

So the answer then, is to just use uint32 because it covers the same range of values, but it's more intuitive to work with. And the values aren't going to be added or anything, it's strictly a bitfield, so it should be fine


143a31  No.15759794

>>15759718

>>15759774

How about just using an int and not freak out about it? You're not working with 70's moon lander RAM. First rule is not to pre-optimize.


767ba7  No.15759803

>>15759794

I'm not preoptimizing, I'm making sure my design isn't a clusterfuck


143a31  No.15759811

>>15759803

Have it your way, just be careful about overthinking things. There is no end to that pit.


0adde9  No.15759814

>>15759540

btw i just added a second collision shape but im not entirely sure why it isnt causing problems with detecting itself but whatever, it just werks


6f758b  No.15759865

>>15759774

>he doesn't want his entire save file to take up 8 bytes a slot


767ba7  No.15759898

>>15759865

I did think about how to format things a few ways. Replay files would be a series of int32 values (bits used are 16 timestamp 8 player1 input, 8 player2 input). As for maps, they'd just be a blob of bytes, essentially an array of which object or tile to create at which location. I could be more verbose and include state or split them if I chose but this could inflate every map file 4x over. Though I'd have the meta information like title and author in another file


0aec95  No.15760086

File: 902a43347a324b7⋯.jpg (60.96 KB, 1000x800, 5:4, 1437610893173.jpg)

>encounter bug

>spend days randomly tinkering with things to try and fix it

>finally fix it, but new bugs emerge soon after

>decide to scrap all recent progress, rethink the problem and try a more sensible fix

>suddenly everything works perfectly

I think I now see why it's better to actually understand how bugs occur rather than throwing half-assed workarounds at them.


adfb4b  No.15760522

>>15759269

>>15759423

Looks accurate to the original. Needs grip stippling. Definitely not my choice of gun with the sloped rear sight and European style mag release.


67b0d3  No.15760589

YouTube embed. Click thumbnail to play.

Unity ECS is getting close.

Cool demo from their recent blog update I meant to post a bit back showing the performance off.

Btw for anyone looking to use it, it's questionable whether or not you should… yet.

It's still not very user friendly due to the point that they have yet to converted all of the needed components/systems to pure ECS.

In the mean time, currently you can do hybrid-ECS (using traditional GOs/components + a bridged pure ECS side) which, yes, does increase performance by a bit; though you'll have to retool it per update, and have to refactor a lot of code when they fully release it.

In the coming years the old OO-component Unity side will get deprecated, and the ECS side will be the first-class citizen; so it's worth keeping an eye on.


67b0d3  No.15760619

>>15760589

Also quick notes of performance:

~4.5million mesh renderers (not sure how many on screen at once)

~5k audio sources

~5k AI agents

So, fully multithreaded engine, automatic DoD memory architecture, and burst compilation to generate optimized machine code per platform (so optimized per CPU architecture).

I wish it was ready for production, fugg, and sage for double post


4b4279  No.15760630

File: 1de43b221453716⋯.png (329.44 KB, 640x480, 4:3, sadRender.png)

>>15755862

But you already have


010488  No.15760746

>>15760589

>>15760619

Interesting, will watch later. Not using Unity anymore, but I'm still interested in seeing where it's going.


c546fb  No.15761154

>>15760630

I don't mean as a screenshot

How do you trigger it in the game?


143a31  No.15761555

>>15760317

Absolutely procrastination, obviously.

>>15760589

Have the Godot devs said anything about multithreading?


67b0d3  No.15761669

>>15761555

I don't know, but I bet they have some type of asynchronous stuff.

Reason I say so, is that it's a standard feature for performance heavy portions of engines in current year + 3

The "fully multithreaded" portion is what's particularly awe inspiring; that is, for a consumer engine.

Afaik this is the first consumer engine with a dedicated API for writing streamlined async game logic that auto-organizes/accesses data in a DoD manner (also handles stuff like race conditions and other pitfalls of multithreading with their implementation).

I bet certain non-consumer engines have this, like frostbite and the engine that mike acton was working b4 joining unity, but yeah, proprietary/non-consumer engines.

Hopefully they're working towards something similar, but I don't know if they use ECS or a similar design architecture that makes a streamlined multithreading API feasible.


c546fb  No.15762329

File: 00b27347de16358⋯.png (139.46 KB, 867x931, 867:931, yukata.png)

Now need to do the rigging on this yukata, it will be a fucking nightmare, even with the topology matching the model where it was possible


67b0d3  No.15763233

goddamn, AI is really fun to code, and to implement neat probably not nuanced ideas with.

Also neat to see it work.

QUICK SURVEY

>What implementation of AI do you use, or plan to use?

>f.e. behavior trees, GOAP, mixture of a few interpretations?


4571f6  No.15763425

>>15763233

Since the AI I'm working on right now is really simple, I settled for a good old state machine. I was thinking about a pushdown automaton, too, but decided against that. I didn't see the need for a stack and didn't want to make it any more complicated than it has to be.


086455  No.15763492

>>15761555

godot already has multi-threading


767ba7  No.15763519

>>15763233

Can you give an example of Behavior Trees?


0feb75  No.15763875

>>15763233

I came up with super simple racing A.I. by using beacons.

First i drive the circuit myself a few rounds and every few meters a script sets a new beacon position (based on where i am) and beacon size (based on my current speed). Now based on which beacon it is currently at i just let the A.I. steer towards the next beacon and it lowers or increases speed based on current beacon size, driving the track similarly like i did.

A very rough and simple but surprisingly well working racing A.I. and if i just vary the position and sizes of the beacons with a randomizer a bit i can have infinite variations of A.I.s driving the track. I can have the A.I. make mistakes be veering off too much from a beacon deliberately. I can also make it overtake other drivers by temporarely setting an "overtake" beacon left or right of the driver in front of it and once it passed it goes back to the track beacons. The best part is that the bit of sloppyness as it follows my path as a base makes it very human like, rather than seeming like robots who follow the perfect path with perfect breaking and acceleration every round.

In a way, the people who will play this game will all indirectly drive against me.


67b0d3  No.15764078

File: 0f764d30206de94⋯.png (273.88 KB, 680x1244, 170:311, behavior tree h2 exerps.png)

>>15763519

Sure, though my knowledge is primarily from reading various presentations on behavior trees, and coding a simple one for practice (moved onto different AI techniques later).

It's basically just a hierarchical state machine with a root, control nodes (like decision nodes, different types, also sub-control nodes are possible, this "decides what thing"), and action nodes (activatable/atomic behaviors, this "does the thing").

Also, when an action node is running it has a queryable state: the node is "running", "completed", or "failed".

There's also the knowledge model of the AI. This is used to inform the agent of the world, and is in turn utilized to determine which control nodes they should utilize; then what behaviors they should execute.

A simple example is writing to a blackboard using senses (sight, sound, touch, etc), and utilizing this uniform data within the state machine to determine which control state/sub control state they should be in (via conditions); as to execute behaviors in a manner matching the type of control node… like sequence nodes (all children nodes, but 1 at a time), or selection nodes for behaviors (choose 1 child node from the control node, but continue until 1 is completed or all fail).

There are also lots of techniques you can utilize to make the behavior tree more reactive, dynamic, and context sensitive too.

Context sensitivity is seen in the "cycle" of the attached image, as there's different behaviors that are applicable to the alert cycle's state.

Reactivity can be seen in the image via the stimulus system, via "triggering" an event, or a specific state; this can be seen halo CE when an elite rolls away from a grenade tossed near them, or a grunt fleeing when their leader is killed.

Here's a good article with a more in-depth analysis:

http://www.please use archive.is/blogs/ChrisSimpson/20140717/221339/Behavior_trees_for_AI_How_they_work.php

>>15763875

>In a way, the people who will play this game will all indirectly drive against me.

Neat

>>15763425

>I settled for a good old state machine

hey, if it works


67b0d3  No.15764100

>>15764078

forgot about gamasu being censored

https://archive.fo/xn3VB


79ae00  No.15764430

>>15755012

It's an opensource knockoff made in Love2D with less crazy restrictions, and still in active development. Currently the only thing it's missing is the music sequencer. The nice thing about being love based means I can export my game to all major platforms really easily.


0d9871  No.15764462

>>15763233

I use draw.io to rough draft my logic before implementing it. The actual structure is just a bunch of conditional switching. After running 'git ls-files | grep "\.cs$" | xargs wc -l

', I have about 10k lines of code so far. Which includes tooling as well.


767ba7  No.15764489

I'm kinda stuck with handling my actor movement. Basically the way it works is that one actor can occupy a tile at a time. It flags a target tile and at 50% movement, it actually updates position and releases the previous tile.

My problem is twofold. First, using this exact logic, I can't have objects push each other. Second, I want to have objects able to have one set of movement constraints when something moves them, but a second set when it moves itself. (Eg a tile pushing the player onto dirt would do nothing but a player moving into dirt themselves would remove it)

One idea I had was to set a movement target which gets validated or cancelled but this seems finnicky at best. Not sure of a good way to handle this shit, and it really is the last thing keeping me from beginning to make actual game object logic


67b0d3  No.15765753

>>15764462

damn, that's pretty intense.

It's certainty working well so far, but don't you think it'll get a bit out of hand past a certain point?

Although, the drafted logic before hand makes it feasible for a bit longer, but I'd imagine the lack of an in-engine visualization will give you issues later down the line (or, returning to it after a break).

I'd imagine something like a behavior tree being really useful for shinobu's logic, and nearly matching what you already have; while taking future maintainability into consideration.

As, you'd be keeping the "core logic" of the behaviors you already have, but you'd be making the conditional state switching visually represented via a behavior tree GUI, and be able to visually organize behaviors into hierarchies.

As you'd basically be doing the same thing using conditional logic (put into control nodes), but having a GUI interface in-engine making behaviors easier to extend since it would all be visually laid out and visually editable in-engine.

So, basically what you're already doing in the rough draft for conditional logic (but via arranging nodes), but, actually implemented in engine instead of as a prep step; all you'd need to do is code the behaviors.

Further down the line you could also use her senses for how she reacts to the world.

There's also things like context sensitivity in the form of emotions, and you could change her reactions and possible actions based on that.

While something like games (chopsticks) being a specific state that is only entered when of a certain mood, and having games organized in the "hobby" hierarchy of states.

F.e. activityState -> idle state, social state, hobby state.

Hobby state has sub-states like: fishing, chopsticks, etc; each being different sub-branches in the hobby branch of the behavior tree.

It's just a suggestion. Though I think it would pay off in the long run.


b92e7f  No.15765858

>>15763233

>What implementation of AI do you use, or plan to use?

Old school state machines and utility AI.

Behavior trees are akin to high level languages, you can construct them on the fly at runtime, but you can also hardcode them if they're static, unless you want that runtime behavior, I don't see the purpose of using them, same thing can be said about GOAP, you're using A* to discover the steps to do X when you can code those steps and bundle them in smart objects.


67b0d3  No.15765995

>>15765858

>I don't see the purpose of using them

It really depends.

A GUI can be a life saver when it comes to deep hierarchies of behaviors; while also having consistency in implementation.

It can make things a lot easier to maintain in terms of high-level logic, and then can make the overall behavior of an AI easier to extend, to visualize, and so on than just code with no GUI.

Although, I've seen some implementation of behavior trees where the dev atomize behaviors to the point of making a behavior tree a mess (basically straw-manning behavior trees); which is wrong imo, as a behavior tree should be high level logic, and not low-level logic (low-lvl logic should be hard coded and using different specialized systems).

>GOAP, you're using A* to discover the steps to do X when you can code those steps

This really depends on your requirements.

The point of planners is to perform dynamic problem solving in a non-static environment.

Each tool has its uses.

>Old school state machines and utility AI.

Nice, I really like how many issues utility AI solves; it has a lot of "utility". I plan on using utility functions for certain aspects of my AI.


3b620c  No.15766009

>>15764430

>love based means I can export my game to all major platforms really easily.

Are we in the same timeline?


a2b7cc  No.15766230

File: dd594bf5edc4c29⋯.png (475.17 KB, 643x348, 643:348, ClipboardImage.png)

Now I can create freely rotated and scaled cubes that block grass from being generated inside them. Made grass generation slightly slower.

Soon I will be able to 'delete' the grass below a tiled soil, so that grass stops growing on your crops


bdf7ee  No.15766269

>>15766009

love is shorthand for Love2D, it exports to all PC platforms and iOS / Android. So no console releases.


6f758b  No.15766523

>>15766230

How are you doing that? A mask?


a2b7cc  No.15766636

File: 5768a019703b021⋯.png (146.7 KB, 558x895, 558:895, rigged.png)

finally finished rigging the yukata, doing the legs was painful


a2b7cc  No.15766705

>>15766523

I first use a ComputeShader to add grass to a list of triangles, then I run another to remove any grass from the previous result that fit in any of these boxes. If the boxes move or change size, I need to regenerate the grass tile.

The actual "does fit on the box" is actually a "have a positive height to any of the 6 planes of the box", must be true for all 32 boxes (I do in batches of 32 boxes, I choose 32 at a whim). Since the shader have to go through 32 matrices regardless of how many I actually need, the algorithm happens to always work on identity matrices. The box only care about the source point of the grass, so a tall grass can touch the box, so can a grass swing into it

Since plowing a field is something you don't do more than once every 3-5 frames, there's little issue with it, especially since I can cut the grass that is about to be removed, and then, when the tile is successfully regenerated, I replace the old one.

Should work, and should be done by tomorrow


7f9d4c  No.15766795

File: df7003e2c5b1e69⋯.png (611 B, 110x120, 11:12, skull.png)

>>15758553

>>15758845

This is the best skelly skull I can manage.


63d948  No.15766823

>>15760522

I'm posting from another computer so my ID has changed.

>Looks accurate to the original.

Thanks.

>Needs grip stippling.

Grip stippling will be added when I texture the gun, along with the text and logo on the barrel. For me at least it's easier that way.

>Definitely not my choice of gun with the sloped rear sight and European style mag release.

What is your choice of gun? I'm always open to suggestions. I need a different gun for the guards and possibly another option for the player.

I have thought about letting the player change the sights, but that's way down at the bottom of the list of things that I need to do.


a2b7cc  No.15766833

YouTube embed. Click thumbnail to play.

>>15766795

>This is the best (…) I can manage

WRONG


4b4279  No.15766845

>>15766795

That's a pretty damn good one.


42e7ae  No.15766882

File: 47825523a315667⋯.png (125.21 KB, 1145x535, 229:107, typhoon.png)

rate progress


63d948  No.15766985

File: f572e6c30874f5e⋯.png (91.51 KB, 1145x535, 229:107, Improve topology.png)

>>15766882

It's looking alright, but there's not much I can tell when I don't have a perspective view.

A bit of advice. Add the sub-serf modifier on it, but don't apply it, just model with it on. Modeling with the sub-serf modifier will make any topology mistakes readily apparent apparent and be useful even if you remove the modifier when you are done. I'm assuming that you are already modeling with a mirror modifier.

Normally with a hard-surface model you can get away with n-gons and triangles more so than on a character model. But in this case your triangles are easy to fix. Pic related. Red means remove those edges, green means add an edge here, the blue arrow is saying "move this vertex back and up to make the resulting quad more of a quad". This is just a suggestion, like I said you can get away with it here if you don't want to turn the tri's into quads.


42e7ae  No.15767015

File: 7d9bf4cc44b77f9⋯.png (127.55 KB, 1127x497, 161:71, typhoon1.png)

>>15766985

Alright, how does it look now?


63d948  No.15767052

File: ee713231d5dc4d0⋯.png (90.35 KB, 1127x497, 161:71, Improve topology2.png)

>>15767015

Better, but you created more triangles that are very easy to fix.


143a31  No.15767075

>>15766795

He looks gentle. That's the face of a skelly dad giving his skelly kid life advice.

>>15766882

This reminds me of old-school 3ds max tutorials.


79ae00  No.15767264

>>15766269

Right, I do not consider consoles as major target platforms. Win/Lin/Mac/Android don't go obsolete every few years so they're much more appealing targets.


42e7ae  No.15767443

Question. Should my control surfaces (alerons, elevators, and rudder) be separate objects? Should I connect them by bones or should I leave them to be rotated by the engine and simply have them be children to the plane parent object?


767ba7  No.15767842

>>15764489

Okay I have a decent idea of what I'm going to do.

>Push(actor, direction)

>actor unoccupy self's tile

>call push on actor to the left

>recursive push calls until it hits the end

>then, it attempts to move left

>everyone else moves left

>not a problem since everything unoccupied itself

>movement occurs as normal

The only thing I'd have to do here is track the "movement type" to make sure it doesn't unoccupy the tile again at 50% movement


42e7ae  No.15767934

File: e0094300ccf771e⋯.png (182.64 KB, 1405x599, 1405:599, typhoon4.png)

File: 6b83e28df145408⋯.png (75.68 KB, 1063x829, 1063:829, typhoon4-1.png)

All control surfaces done.


ac7891  No.15767972

>>15766795

That's really good anon. Have I just turned this into a skelly making thread?


150829  No.15768117

Shmup anon here.

Working on having a complete level cycle (level intro, game section, mid boss, game section, warning screen, boss, debriefing status screen)

Had to work out some render switching as script event and it work so far. Now for the rendering part with UI/Warning screen and such, I would need some overlay stuff and I've been reading about Frame buffer Objects so that I render separate things and then composite all this on screen.

Need to test this.

On another front, I will need to think about music, and general theme/melody for stages…


42e7ae  No.15768140

File: 338fd7e8e50f581⋯.png (102.46 KB, 1418x815, 1418:815, typhoon5.png)

I forgot the ailerons in the last revision, but here's the all the surfaces. They're all origin'd correctly, which takes a pain because it requires two hotkeys to do each one.


682f47  No.15768360

File: 4c6091306c7844e⋯.png (82.22 KB, 255x207, 85:69, 4c6091306c7844e660351b120d….png)

>>15766636

Rigging clothing over existing body geometry is the work of the devil. There are a number of tricks to make it easier but in general it's still a huge kick in the nuts for how much time you need to spend on it. I recommend making an animation solely for weight painting that transitions between every major rotation in the body. eg: bending, leaning, and twisting of the torso, full circular rotation of the shoulder, pulling knees up to the chest, full circular rotation of the hip-joints, fully bending the elbows and knees etc. Then when you're weight painting just keep running through this animation and fixing every clipping issue you see. It's not fool proof but it saves a lot of time. There's no perfect solution unfortunately– blended vertex weights are good at approximating flesh on bones, but are terrible at approximating how clothing deforms. So don't expect perfect results and get disheartened. Softbodies are vastly superior for clothing deformation but impractical to use in the same way of course.


143a31  No.15768525

>>15768360

If realtime soft bodies are not an option, then maybe a pipeline could be made to simulate them in all sort of poses and automate the weight paints based on that.


143a31  No.15768528

>>15768360

>>15768525

Manual animation of the clothing just isn't going to work, especially if you want more than one set of clothes. Imagine doing all of that manual labor for each set of clothes for each character.


767ba7  No.15768570

>>15767842

I sort my actor array at the start of the update loop. Removed actors get swapped and added actors get appended, theres a pool of 2048 instances. The problem is that after the first update there is no guarantee it will stay sorted. It would be silly to sort the array every update.

Yet im not sure how to maintain a way to find the actors by position without doubling up or a lot of sorting overhead. Theres only ever one actor at a position but i dont want the game to crash because of bad behavior logic


0d9871  No.15769080

File: 3b3d1e9925eb052⋯.jpg (117.01 KB, 600x800, 3:4, 71587706_p1_master1200.jpg)

>>15765753

>don't you think it'll get a bit out of hand past a certain point?

I've worked with projects way bigger than measly 10k. In college I wrote a 40k engine for a game once.

>in-engine visualization

Some things you can't really visualize because they are so complex. Like Shinobu picking up stuff off the floor, there are a lot of things she needs to figure out before she does anything. I think the bigger issue is keeping consistent and clean code. One of my coworkers says "2 weeks before you forget your code" and I think holds a lot of value. You really do forget what the fuck you wrote after 14 or so days. So the best you can do is have self-documenting code. I keep my functions in under 10~15 lines each. Encapsulate into more functions if it gets bigger. Compilers will usually inline any function called only once. Fuck comments.

>>15768360

I just went around this by having my clothes remove the underlying body skin vertices. That way I don't worry about it clipping with the clothing mesh. So my character's mesh changes depending on the outfits wearing.


79ae00  No.15769146

>>15769080

>I just went around this by having my clothes remove the underlying body skin vertices.

This is a good solution to the clipping problem; by the way you describe it each piece of clothing has a list of vertices it hides on the parent body mesh? That was my idea too but I'm much more 3D artist than programmer and couldn't figure out how to achieve this in Godot. Depending on the clothing, eg: underwear or revealing fabrics you often can't get away with it however.


0d9871  No.15769219

>>15769146

Right some types of clothing you can't do this method but you would probably have a lot less clipping with things like the underwear. I'm not hiding a list of vertices. I'm just literally splitting the mesh into: torso, hands, legs, and feet. Each piece of clothing corresponds to one type.


a2b7cc  No.15769301

>>15769080

>clothes remove the underlying body skin vertices.

This is what we are planning to do later


67b0d3  No.15769773

>>15769080

>Some things you can't really visualize because they are so complex.

It sounds like you're disillusioned here.

Also, describe for me what this means: "I use draw.io to rough draft my logic before implementing it."

Is that not drawing out, and visualizing logic?

You can visualize any set of logic, but it has to be at the right level of detail.

>I think the bigger issue is keeping consistent and clean code.

I think these are important too, but they're sub-qualities of the overall quality of maintainability.

You seem set in your ways, with a tinge of defensiveness, and I respect that; so I'll leave u be.


adfb4b  No.15770162

File: 80e4fb746f7baa8⋯.jpg (231.55 KB, 848x970, 424:485, hk.jpg)

>>15766823

>What is your choice of gun?

A .45 Auto DA/SA with a manual safety, threaded barrel, straight sights, and an American style mag release? I looked it up and couldn't find a gun like that although there were a bunch that were close. Certain 1911s would work but they're SA. The Beretta 92FS fits the bill but it's 9mm. There's the Sig 227 but it has no manual safety. The gun you're using now is the closest. Will those differences be modeled in the game? The European style mag release will work if you're practiced and the sights can be replaced. The sight angle would only matter if you plan on implementing the ability for the player to rack the slide with one hand. That could be useful if they're holding something in their other hand like a magazine or light.


a2b7cc  No.15770807

File: 458b5cca5aebd3d⋯.jpg (50.76 KB, 482x305, 482:305, skelle aaaaaaaaaaaaaaaaaaa….jpg)

>Start making complicated shape key

>Finished, the result is great! time to check the slider

>Notice i was modifying the original Basis shape instead

NOT AGAIN

FUCK

FUCK

FUCK

FUCK


79ae00  No.15770837

>>15770807

If it's your only shape key you can switch it with the basis and save your work.


a2b7cc  No.15770865

>>15770837

No, i did over the Basis because i forgot to make a new shape key, so i modified the only thing in there

Luckily i always make backups, but that was still 1 hour and half of work wasted


79ae00  No.15770883

>>15770865

>>15770865

No really, you don't need to lose your work. I'll make an example quickly.


063c5d  No.15770914

>>15770807

>>15770865

Next time make a second "safety" shapekey out of your base shapekey, which in case you fuck up you can set as a new base.


398366  No.15770921

has anyone here used udemy for anything? I don't want to be a faggot but pretty much everything there is cheap today and I might get a tutorial on something if its any good.


a2b7cc  No.15770922

>>15770883

Too late bro, i already restarted

>>15770914

I usually have stuff like that, i simply forgot completely to make the shapekey this time because i thought i already had it, since i had made them for the last 3 meshes i worked on


c59b27  No.15770925

Is there a good resource for documenting shit such as file structures?


063c5d  No.15770931

>>15770807

>>15770865

>>15770914

Also if i remember correctly you can swap shapekeys/vertex positions from one object to another, so you can load up your old version and give your new version what it needs and the other way around. This way you don't waste your work.

Just search shape key transfer for Blender or whatever program you use.


a2b7cc  No.15770936

>>15770931

If i fuck up again i will do, thanks for the tip


79ae00  No.15770964

File: 88db03da7e4a107⋯.png (1.27 MB, 1288x6814, 644:3407, Don't_lose_your_progress.png)

>>15770922

>Too late bro, i already restarted

Well then remember this for next time


a2b7cc  No.15771046

File: 807c78cb6c55d38⋯.webm (7.87 MB, 422x560, 211:280, 2018-11-23 17-35-45.webm)

Finally something to show.

Now I can remove grass in "realtime".

What happens is that a grass tile flagged as "changed" goes to the bottom of the tile generation queue, and then is regenerated with the new grass blockers in place.

The fact that the grass grows back is not a feature to show that I really removed the grass, but a bug caused by the fact that the new width and bend buffers are empty. Worse is that I can't just reuse the old buffers, because the positions all changed.

Tomorrow I will have to make a compute shader to copy the old bend/cut buffers into the new one. I have no fucking idea how the hell I will do this. Worse case scenario I will have to handle this on the CPU using hashmaps and whatnot.

To do that on the GPU, I would have to brute force it to check every single grass leaf on the old buffer, to see if it's position is the same as the current one, (blockers only 'delete' grass, don't displace them) and if true, copy the bend/cut buffers. Would have to be, at the very best, a O(n^n) algorithm. Which MIGHT be fine now, that I am handling only 8k~ grass per block, but in the future, I intend to do 256+k per block…

Maybe first selecting all grasses in a 1x1x1 blocks, then doing O(n^n) per block, which would probably be way faster.

Holy shit, it's impossible to make a webm with the grass


a2b7cc  No.15771066

>>15770964

thanks, saved


0d9871  No.15771152

>>15769773

>Also, describe for me what this means

It means just what I said, that some things can't be visualized, implying some things can be.

>you can visualize any set of logic at the right level of detail

Yes but using a tool like draw.io limits my ability because it only goes so far. I can spend a while making my trees in it but because it's so simple without any sub tree instances or live runtime flow demonstration, I'm sometimes left with myself following my graph with my finger. Which again, can make it hard to visualize. I don't think it's ever as simple as "if you can chart it properly, you can visualize it".

>they're sub-qualities of the overall quality of maintainability

That's the entire point of drafting and designing your logic before implementing it, so you can have better maintainability and reduce bugs. It's very important and my end goal. I don't see why being defensive made you need to point it out. If you or I want to improve, challenge it.


c59b27  No.15771162

>>15771046

Nice. You should make grass cutting similar to how it worked in Wind Waker, because the act of cutting up grass itself for rupees was fun. Also maybe make the hoe patches align themselves so it doesn't trigger peoples autism when all the bare ground is uneven.


67b0d3  No.15771205

>>15771152

>It means just what I said

It was a rhetorical question

>That's the entire point of drafting and designing your logic before implementing it

Where did I say otherwise? In fact, I actually said something similar in my initial suggestion post.

>If you or I want to improve, challenge it.

I suggestion something that you could think about, and if it didn't suit your current design process; then all the more power to u.

I don't have any invested financial, emotional, or otherwise self-assessed value vested in your decision; hence, no reason to challenge what you deem is best for your project.

That's the point of a suggestion. Something to take or leave, and not something to get defensive about; though it's understandable bcs it's about you waifu my bad, and I'm just pointing it out because I can sympathize.

Anyways, it doesn't really matter to me to what you decide, hence:

>so I'll leave u be

Preferably, lets just end this here so we can both get back to developing.


a2b7cc  No.15771255

>>15771162

>Also maybe make the hoe patches align themselves

After I finish fixing the grass cutting stuff I will start the grid system, where you will put all kinds of stuff, like irrigation, fences, and of course, the hoe patches.

Using a tool that normally requires a grid will place the grid centered on the item (hoe patch in the case of the hoe) and oriented to the player rotation.

Using a specialized tool, which will be just some sticks and a rope, you will have better control of the grid placement.

We are not sure how we will handle non-aligned grids coming close to one another, however


a2b7cc  No.15771282

>>15771255

We already discussed this, anything placed near a grid gets merged into that grid, to make a new grid you have to place stuff far away


dd1fc8  No.15771283

YouTube embed. Click thumbnail to play.

Which one of you assholes made this? Why are there gondolas in this? I thought nobody bothered to even register them in their minds outside of 8ch.


c59b27  No.15771288

File: a0db18a9102634a⋯.jpg (44.6 KB, 458x600, 229:300, a0db18a9102634a35a285fc4af….jpg)


817966  No.15771294

>>15771283

>sees a gondola

<*HUH HUH HUH *AUTISTIC WHEEZING AND PUFFING* HUH HUH HUH M-M-M-M-M-M-MM-M-M-M-MUH 8–8-8-8-8-8-8-EIGHT CHAN???!?!?!?*

You have autism


dd1fc8  No.15771300

>>15771294

anon, I just haven't seen a gondola mentioned anywhere else


a2b7cc  No.15771313

>>15771282

maybe you should ready the last line again


b80d66  No.15771319

File: ec30d7335028cc5⋯.png (310.45 KB, 529x606, 529:606, n i c e.png)

File: 8969783944838a3⋯.png (732.68 KB, 682x1024, 341:512, world's worst gondola.png)

>>15771300

I've seen normalfags post pic related.

>>15771288


c59b27  No.15771381

>>15771319

kek You didn't capture my dubs tho


a08e98  No.15771526

How much time do you guys spend on coding/gamedev per day?

Got a job?


42e7ae  No.15772126

I didn't think this through well enough.

How do I do this? Should I do bones instead?


42e7ae  No.15772127

File: d9be7a7af66111a⋯.png (51.63 KB, 692x642, 346:321, what.png)


bdf7ee  No.15772345

File: 417308ef9850021⋯.png (71.3 KB, 632x624, 79:78, ClipboardImage.png)

>>15772127

Add a spatial node to the plane and roll it on the x-axis until the y-axis with the green line I drew. Then parent the tail fin (I don't know plane names) to the spatial. Then, rotate the spatial with rotate_y(). This rotates the spatial around the local y axis in radians.

https://docs.godotengine.org/en/3.0/classes/class_spatial.html#class-spatial-rotate-y


bdf7ee  No.15772348

>>15772345

>until the y-axis with the green line I drew

*until the y-axis aligns with the green line I drew


d3c1ac  No.15773067

YouTube embed. Click thumbnail to play.

>>15770162

My old ID is back now.

The HK45 is guaranteed to be in the game provided H&K doesn't find out and sue so any gun I'm going to add in is going to handle differently from the HK45. I'll probably give the guards all Glock 19s w/o threaded barrels. Different caliber. No manual safety. No exposed hammer. No option to suppress.

>Will those differences be modeled in the game?

Yes, except for the differences between European and American style mag releases.

>The sight angle would only matter if you plan on implementing the ability for the player to rack the slide with one hand.

The way I have it is that the player could rack the slide one handed no matter what. I'll add in that they can only pull the slide part of the way back if the other hand is holding something, and if I add in the ability to change sights I'll add a flag that lets the player rack the slide completely with one hand with right angle sights.

>>15771776

Vid related. You can do what he talks about in blender, the tools are just called different things.


79ae00  No.15773358

File: 2e37c26735ea645⋯.png (109.13 KB, 747x909, 83:101, gondola_absorbed_by_normal….png)

File: b783c1af7b71820⋯.png (328.83 KB, 708x906, 118:151, gondola_absorbed_by_normal….png)

File: 7d8adf3e413ab7c⋯.png (203.62 KB, 382x938, 191:469, gondola_absorbed_by_normal….png)

File: 1f7d52a9793ba8f⋯.png (194.47 KB, 173x917, 173:917, gondola_absorbed_by_normal….png)

>>15771300

Anon, I…


bdf7ee  No.15773425

>>15773358

Those post dates are pretty far apart.


0d9871  No.15773526

File: f14e6c7775f3f25⋯.webm (1.98 MB, 480x480, 1:1, 2018-11-23 23-02-14.webm)

>>15771526

Usually it's all I do in my free time when I'm not out at gym or at werk. ~28 hours per week?


e0928f  No.15773560

>>15773526

You better not be bullying your waifu, sir. That's a crime in some places.


e0b077  No.15773581

File: f3b278d6a3b225f⋯.jpeg (612.68 KB, 1242x1539, 46:57, f3b278d6a3b225f2cde08ce7f….jpeg)

>>15773358

Can confirm, Gondola meme was used by mombot a while ago, so it's a pretty stale and abused meme at this point. It's time we move on to the next thing and hope cancer doesn't plague our next child any time soon.

>>15771526

I've a cozy and high-up enough position in the administrative works division of a particular company, which just so happens to allow me quite a bit of free time (while I still get paid six figures). In this free time I usually sit down in my office doing freelance coding and occasionally game development - also believe me when I say my excursions to this board are kept to an absolute minimum. My house is pretty close by and I'll have a warm meal prepared for me by my lovely wife. When she and I aren't exercising, I usually find myself at my desk finishing up work projects or my own personal projects. So basically around 31 hours - give or take - spent on coding/gamedev. I'll admit that on Sundays most of our time is spent at Church or with the rest of the family so on those days coding takes up much less time. Not to mention the approaching holidays, which means more family time and less coding time.


42e7ae  No.15773605

>>15773581

>so it's a pretty stale and abused meme at this point

Who cares if its used by other people? You sound like a hipster.


e0b077  No.15773696

File: 72e65f8a4bd81be⋯.jpeg (98.18 KB, 920x778, 460:389, 8b8de55e5818d490a600df93f….jpeg)

>>15773605

>Who cares if its used by other people?

I do, because I become associated with those types of people. I played Undertale when it first came out, when it had that little minigame which was released a little bit prior to the full game. The same one that /v/ praised and couldn't stop talking about. I played it quickly because I knew that it would attract the Homosuck crowd and thus the game would be forever ruined in my eyes. You can thank the community for that. Hell, try using the NPC meme or the boomer meme here without getting called a cuckchanner and subsequently banned. It won't happen, you can't evade the name-calling nor the ban. Probably for "rule 8" such as it were. For no other reason than because it's a highly and widely recognized meme beloved by the users of 4chan and reddit and worse.

So yeah, I do care if it's used by other people. I think we all need some method of distancing ourselves from cancer.


c59b27  No.15773763

>>15771776

>anyone know any good resources for low poly 3D modeling?

>>>/artass/407/

This is a good place to start. You can see the common trends everyone does

>also does anyone know how much modern computers can handle these days? like for polys or textures?

From what I understand it's not the polygons or textures that rapes the hardware it's the shaders and how you're partitioning your levels.


ce1967  No.15773786

File: c62cf76601d9ef5⋯.png (26.33 KB, 687x543, 229:181, lore_monolith.png)


b27bdf  No.15773822

>>15773786

>Abandon all feti ye who enter here.


a2b7cc  No.15774382

File: a97b4230c309c08⋯.png (17.2 KB, 401x397, 401:397, mfw loss.png)

>>15773786

huuuuummmm


adfb4b  No.15774599

>>15773067

Will there be malfunctions like double feeds and stovepipes in your game?


0de2b1  No.15774612

>>15773696

>Hell, try using the NPC meme or the boomer meme here without getting called a cuckchanner and subsequently banned.

That's because the boomer meme is shit


c59b27  No.15774715

File: 3f7dd37b0d7738c⋯.jpeg (171.2 KB, 1500x1153, 1500:1153, 54ab82811a72a0e9683acc9e8….jpeg)

>>15774624

You can also look at voxel graphics. I'm not really sure how they did it in older games like Blood the Chosen, or if it's viable at all for modern graphics cards.


a2b7cc  No.15775483

>>15773786

I am at a loss, what does it all mean?


150829  No.15775513

>>15771526

Had a full time job deving a backend, since it's working nicely I'm more relegated to support/maintenance mostly.

Recently there have been some demands for stuff so I'm a bit busy.

Project is going slower than I would like, I've recently did rendering to framebuffers before compositing them. But I might have to add some stencil, or have 2-3 quads for UI rendering.

Currently checking the whole rendering loop and the stuff that I had (rightfully) postponed is now on the front scene, when to run script evaluation and such.


d3c1ac  No.15775547

>>15774599

I don't have this planned.


6f758b  No.15775802

>>15775722

>the NPC meme is another shit and forced meme to appeal to newfags and le epic kekistanis

We've always had a similar sentiment and terminology. You can call them "nigger cattle" if you want.


9195c2  No.15775826

>>15775802

Terry? You alive?


1b9fc5  No.15775835

>>15775722

>>15775802

Nobody canceled normalfag, you know.


7886e7  No.15775961

>>15775905

It's always nice to let people oust themselves as newfags when they don't even know we've had a wordfilter here for years.


1b9fc5  No.15776007

>>15775961

I still hope Mark chokes to his death on a cake for that one.


b27bdf  No.15776050

File: bc4c70acc98f3d5⋯.webm (2.41 MB, 349x354, 349:354, attack effects.webm)

Are there any indies that tried to emulate early 00s 3D style and managed to pull it off?


59ffaf  No.15776220

File: b1aa0339e60ea45⋯.png (5.05 MB, 2560x1440, 16:9, ClipboardImage.png)

File: 31da6eed01bee78⋯.png (1.36 MB, 1280x720, 16:9, ClipboardImage.png)

>>15776114

>tries to copy PS1 tier Graphics

Not even. Always either NuPoly or that metrosexual """""voxel""""" shit that makes the games look "quirky xDDDD"


143a31  No.15776419

File: 568807ce328ecc5⋯.jpg (544.61 KB, 2560x1440, 16:9, S25Js28nX55W2wr7nxNtSL.jpg)

>>15776114

>>15776050

Amid Evil does a nice mix between old school and modern graphics.


143a31  No.15776428

>>15776220

Be fair, they don't do it for "quirkyness". It's just easy to do low poly and make it look polished enough.


79ae00  No.15776437

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

>>15776419

> standard lowres diffuse the on everything but the PC's weapon


b27bdf  No.15776513

File: 937b16f8fcc3683⋯.png (1.44 MB, 839x1152, 839:1152, ClipboardImage.png)

File: e9a5864d091638b⋯.png (747.81 KB, 790x632, 5:4, ClipboardImage.png)

File: d503f3ac1f96dd7⋯.png (877.27 KB, 755x566, 755:566, ClipboardImage.png)

File: de9c1e8a9a6ede5⋯.png (1.1 MB, 1280x1024, 5:4, ClipboardImage.png)

>>15776114

I think I'll try to do it. Maybe it's just nostalgia fucking with my brain, but graphics from that time look like a weird cross between realism and cartoon. When I compare them to something modern they look like 3d Samurai Jack, but when I look at them solely they seem very realistic.

>>15776419

Those visuals are all over the place. I think the most clashing things are hi-detail weapons models compared to 12 fps low-res sprites. I like it.


143a31  No.15776584

File: 9884931a303ceb8⋯.jpg (2.22 MB, 1920x1080, 16:9, nomipmaps.jpg)

>>15776419

>>15776513

>>15776520

My bad, got lazy and got one from google instead of starting up the game. There are no mipmaps.


767ba7  No.15776783

>>15776663

At least they aired the R&M episode and didn't do a fucking crossover


910d58  No.15776822

>>15743707

Worked pretty well for Rock'n'Roll Racing 2, granted it's not SUPER fast, only moderately.


910d58  No.15776891

>>15766269

There are console ports but they're all under NDA, so you'd have to sign one and then ask.


c59b27  No.15776919

>>15776220

>metrosexual """""voxel""""" shit that makes the games look "quirky xDDDD"

Has any indie game done voxels correctly? Or is it just minecraft shit?


767ba7  No.15776939

>>15776220

>>15776919

They don't have texture. They're usually vivid color gradients in place of texture.


c59b27  No.15776949

File: 0b74140435d428f⋯.png (37.06 KB, 516x195, 172:65, 1STrelease.png)

>>15776939

That's isn't voxel graphics. That's just being a lazy faggot


143a31  No.15776959

>>15776949

Where's that from?


910d58  No.15776961

>>15776949

Proper voxel rendering doesn't exist so the term is used to describe any random shit that involves generating graphics from 3d arrays.


143a31  No.15776964

>>15776961

3d bitmaps is the definition of voxels. How you render them is irrelevant.


143a31  No.15776970

>>15776965

Shaders, hard shadows and gradient textures.


c59b27  No.15776981

File: f60463081e63fe8⋯.png (282.74 KB, 800x600, 4:3, 800px-Voxel-Pack.png)

>>15776959

voxelstein 3d

>>15776961

They have been using voxel graphics since dos. (pic related, Blood the chosen)


bdf7ee  No.15776989

>>15776965

Toon shading and stencil shadows I'd guess.


67b0d3  No.15777097

>>15776964

Voxels is just volumetric elements.

Volumetric pixel is the general definition as the word itself is generally seen as a combination of these two words (vo = volume, xels = pixels, or in a stricter sense: el = element).

Voxels being volumetric elements also means a field of volumetric elements is a voxel data set.

That can be data stored in a 3d texture, 3d data set (3d array, octree, etc), and can also be the result of different field functions (SDF, noise, other such functions which properties I forget); which spits out volumetric data sets.

>>15776965

Celshader with multiple levels (pretty easy) w/a gradient texture for each level, and rim lighting effect (but shadow color) for the characters.

Looks like different materials w/cel shading or flat shading between the character and environmental objects.

Harder shadows for general lighting (i.e. darker shadows).

Also, gradients everywhere.


67b0d3  No.15777104

>>15776220

That's just low-poly with hard edges (split normals, not shared normals). Also this >>15776428 they do it bcs it's easier.


c59b27  No.15777111

>>15776981

Nevermind that's not blood the chosen. I just realized I mixed the first and second game up.


67b0d3  No.15777149

>>15773526

adorable, as usual

>>15773581

THICKER

>>15773786

I'm at a loss for words.


767ba7  No.15777412

File: ddbbb3c976bbeee⋯.png (352.31 KB, 392x500, 98:125, ClipboardImage.png)

File: 68ef453470c9db4⋯.png (333.07 KB, 532x550, 266:275, ClipboardImage.png)

I'm still working through my major problems, with the following constraints:

>Collections etc must exist in the base C# library. It cannot be implemented by myself or in a third party library. This will make the core game logic independent.

>An Actor may occupy one or more Tiles

>A Tile may only be occupied by one Actor at a time

Problem (mostly solved):

< Actors need to be retrievable via a GetActorAtPosition(x,y) command, one that doesn't involve iterating the whole collection of Actors (ability to give Actors spatial awareness, eg "Is the object below me a rock?" - this isn't a problem between Actor/Tile, only Actor/Actor)

To solve the first problem, I tried a number of solutions and eventually settled on giving each Tile a reference to an Actor. If it's occupied, then it has a reference. If it's null, it's unoccupied. The advantage here is that it's very fast and coordinate based. The downside is that it takes an additional 4 bytes (the size of the reference) per tile, but it's at least 5 times faster than say, a Dictionary lookup (which only supports one instance of a key, arrays have no such constraint).

This means that I have a Tile[][] (size 128x128 which can be soft resized based on the map) each with an Actor reference, and an Actor[] (size 2048) which can be sorted. Arrays are very easy and fast to sort as well (using the Array.Sort() method in the base C# library). While it does duplicate some information (each Actor will have 2 references to it, somewhere), it's probably the simplest and fastest solution, only requiring a bit of extra storage space. It doesn't need to be allocated again, since it's a fixed size at launch, and internally resizes the Count and Size values based on the map.

Problem (mostly solved):

< Multiple Actors moving in a line should be possible (eg pushing an object, or several objects at a time)

The way movement works is that an Actor has a current, previous, and next position. Behavior logic sets the next position, and if it fails, next=current and it moves on to a different behavior attempt (possibly failing entirely and remaining idle). When it finds an acceptable position, it occupies that tile, and sets a timer. At exactly N/2 ticks later, it will unoccupy the original tile (making it possible for another object to move in) and update its position - it is now for all intents an purposes consider to be "in" the new target tile. Thus, for 60 frames of movement, it will spend 30 in the original tile, and 30 in the new tile. At this point, it will update the Actor position in the tracker array above, as well.

Because of the logic above, objects cannot move fluidly together in a line. On paper, my solution seems to need Actors to immediately unoccupy their original tile, then call a recursive Move()/Push() function on each appropriate target in series. Eg with a PushLeft() command, it will eventually result in a series of unoccupied tiles, with the furthest left beginning the leftward movement. Because they are not occupied, they will all slide left at the same time.

The only issue I can see is that at N/2 ticks above, it would unoccupy the previous tile (and remove the neighbor Actor's claim to it). Therefore, there needs to be some flag or indicator on the Actor about how the logic should be interpreted, which is something I wanted to avoid in the core logic, I wanted just raw state and commands to handle it, but one flag shouldn't harm my design too much.

Problem (not solved):

< Two Actors need to be able to leave a tile at once (eg a rock falls into a duplicator, and two rocks leave, one left and one right)

This is similar to the Push() problem above, but in reverse. The simplest solution I can see is to have them immediately move into the target tile, and "pull" the sprite from the previous position to the current one. Thus, it satisfies the "one Actor per tile" rule. However, this relies on the client code knowing what to do, which is a major red flag.

It also introduces a rare edge case where they are not correctly destroyed - suppose a rock falls into a duplicator tile, at which point the rock is consumed and a rock rolls to the left and the right. Immediately, a 3x3 explosion occurs and destroys everything. They should technically be protected by the duplicator tile since they're "in" that tile until later. Except if I implement it as above, they won't be, and will get immediately removed.

This also highlights a drawback in my GetActorAtPosition(x,y) idea, and I'd have to iterate the entire array anyways to make sure the correct values are being removed, which is what I wanted to avoid in the first place.


767ba7  No.15777755

>>15777412

Observing another game carefully, it appears that while an object is in transit between two tiles, it actually exists in both tiles simultaneously. That is, if a laser or explosion hits either of the two tiles, it will be destroyed/removed in whichever tile it ''actually' exists in. At N/2 ticks, it only exists in one tile, the target and then behaves as expected.

So this means I might actually be okay, since the third case was the one that was confusing me the most; my "reverse movement" might just work.


c8cfaa  No.15777944

>>15743707

if you still want to do it look into mario kart, nascar rumble and nier automata, also designing your tracks more like a fps arena might help, finally make the ai control the player car while aiming/shooting


177f1e  No.15777951

File: 26b650a9e20fffd⋯.webm (628.92 KB, 1056x800, 33:25, jlmg.webm)

I hope you guys like programmer art…


767ba7  No.15777958

>>15777951

wtf, I love Undertale now


ce1967  No.15779744

File: 13509abeee3cd19⋯.mp4 (8.83 MB, 838x568, 419:284, secret_area.mp4)

Progress…


13d090  No.15779769

>>15779744

I like it. The sound and atmosphere feel right.

I know it's probably just a test but that secret area isn't that well hidden.


7886e7  No.15779785

>>15779744

>end screen

>basically puzzle-DooM

10/10


13d090  No.15779828

>>15779744

I should also mention, it feels right with no music.


0adde9  No.15779978

>>15779744

was this inspired by mini ninjas


ebf525  No.15780013

>>15779785

>basically puzzle DooM

>No Block pea shoter (pistol)

>No Hard block puncher (fist)

>No Fast block cutter (chainsaw)

>No Block throwing Imp (Doomimp)

Anon I…


a2b7cc  No.15780147

>>15779744

looks neat!

>>15777951

looks meat!


14ee40  No.15780170

File: 16b049ab2840d20⋯.jpg (121.2 KB, 585x768, 195:256, motivated.jpg)

Any musicfags around?

I want to try my hand at making music, but I have no idea where to start. I downloaded LMMS (which seems to crash a lot) and messed around a bit with the piano roll, but I'm completely lost at trying to make a melody that doesn't sound awful.


f98305  No.15780213

YouTube embed. Click thumbnail to play.

>>15780170

> lost at trying to make a melody that doesn't sound awful.

What I've been doing is copying melodies/accompaniment I like and learning them by ear. You can whistle or play it on an instrument, for instance. It seems to work so far, by which I mean I enjoy what I do, for what it's worth. You get kind of a feeling of how a melody can go. Traditional music might help as it's a formidable bank of melodies but any song you like would work.

Learning how to improvise using your melodic memories should help a lot. You can play/sing over a Blues chord progression (you can find many of them on youtube).


14ee40  No.15780238

>>15780213

I've been trying to do that. Finding out the correct notes and timing to replicate a melody is giving me a lot more trouble than I think it should, so I felt like something is wrong my approach. I suppose I should just keep trying.


143a31  No.15780651

>>15780213

Does anyone ever fear their melody is an unintended plagiarism of something one heard once and forgot?


c59b27  No.15780708

>>15780651

This happens in the music industry constantly.


f98305  No.15780735

>>15780651

That's a risk you've gotta be willing to take.


a2b7cc  No.15780943

Can someone help me comprehend why this shit is not working?

#include "HLSLSupport.cginc"

uniform StructuredBuffer<uint> pos;
uniform RWStructuredBuffer<uint> count;
uniform StructuredBuffer<uint> args;

[numthreads(64, 1, 1)]
void CountGrassBlock(uint id : SV_DispatchThreadID) {
if (id >= args[3]) {
return;
}
uint prepos = pos[id];
int pposx = (prepos & 0xFF000000) >> 24;
int pposz = (prepos & 0x00FF0000) >> 16;
int pposy = (prepos & 0x0000FF00) >> 8;
int index = pposx / 32 + (pposz / 32) * 8 + (pposy / 32) * 64;
if (index < 0 || index > 511) {
index = 0;
}
InterlockedAdd(count[index], 1);
}

both InterlockedAdd(count[0], 1); and InterlockedAdd(count[511], 1); work, so I know for a fact that my RWStructuredBuffer<uint> count is at least 512 long. By the intrinsic nature of how pposx/z/y are read, they are bound to be between 0 and 255, so index shouldn't ever be outside of [0, 512)

Why the hell is this shit not working? I am going crazy over this

This shit here:


void CountGrassBlock(uint id : SV_DispatchThreadID) {
if (id >= 512) {
return;
}
uint prepos = pos[id];
int pposx = (prepos & 0xFF000000) >> 24;
int pposz = (prepos & 0x00FF0000) >> 16;
int pposy = (prepos & 0x0000FF00) >> 8;
int indexx = pposx / 32 + (pposz / 32) * 8 + (pposy / 32) * 64;
indexx = indexx % 512;
count[id] = indexx;
//InterlockedAdd(count[id], indexx);
}

is writing 15659 15915 16171 1075 1331 1587 2867 3123 3379 4659 4915 5171 6451 6707 6963 8499 8755 10547 6180 (… etc) to the count buffer. How in the fucking hell a number % 512 is ever higher than 512? What the fuck is going on?


767ba7  No.15780977

>>15780943

>Why the hell is this shit not working? I am going crazy over this

So what is the actual problem? The count buffer being written to incorrectly (it's not being written to elsewhere, is it?), or are you getting OOB errors on InterlockedAdd?


0edcb5  No.15781019

>>15780943

I assume this is HLSL code?

Are you sure you're allowed to dynamically access the RWStructuredBuffer? In GLSL/OpenGL it is not legal to access a resource dynamically (e.g. by an array index that varies per shader instance), and all accesses to it must be dynamically uniform. Then again it might be a special kind of object, I don't know how the rules deviate with atomic counter objects. https://docs.microsoft.com/en-us/windows/desktop/direct3d12/resource-binding-in-hlsl#divergence-and-derivatives

If that's the issue here, then all the shader cores might be writing to the same counter.


8ef396  No.15781035

>>15780943

Could it be that you're writing an assigning an "int" value into a "uint" typed buffer?

Modulus operator on a negative value from a dodgy index unpacking would still result in a negative value.

Also, if you only need a power-of-two modulus of positive values then use:

result = val & (mod - 1);

Compiler probably did this already but % is real slow on GPU


767ba7  No.15781106

Just realized that since delegates are the same as any other object in C#, I can shove a bunch of event handlers into a dictionary. That is, instead of having a dozen functions like

>event EventHandler<MyEventArgs> Foo;

>OnFoo(this, e)

I can just roll it all up into a dictionary and compact it significantly. Cool.


a2b7cc  No.15781181

>>15780977

>So what is the actual problem?

indexx should be a number between 0 to 511, but it's not

Neither

if (index < 0 || index > 511) {

index = 0;

}

nor

indexx = indexx % 512;

could enforce it being between 0 to 511

>>15781019

>I assume this is HLSL code?

yes

>Are you sure you're allowed to dynamically access the RWStructuredBuffer?

yeah, the first code is actually correctly accessing it dynamically, I have the complete output of the second code, and indeed it is accessing values between 0 and 511 at about 60~ times, and the result of the first code shows about 50~ ones and 5~ twos

The problem is the indexx value

>>15781035

Could it be that you're writing an assigning an "int" value into a "uint" typed buffer?

that could explain pposx having a negative value, which would fuck the whole thing up

but that does not explain how the

if (index < 0 || index > 511) {

index = 0;

}

does not work to ensure indexx falls into [0, 511]

index being renamed to indexx was to check if index was some kind of special variable name fucking shit up, it's not


757a47  No.15781233

>>15780651

You just have to keep moving and give it some new context before you finally remember and can't unhear the original.


767ba7  No.15781257

YouTube embed. Click thumbnail to play.

>>15780651

>>15781233

One of Final Fantasy's composers worked on Expand Dong Tropical Freeze's soundtrack. This is the music for a giant owl boss.


79ae00  No.15781272

>>15779744

Looks fucking great anon.


42e7ae  No.15781400

File: 297bb808430b11f⋯.mp4 (4.35 MB, 1920x1080, 16:9, 2018-11-25 14-46-19.mp4)

How do I make this move on an axis like a real rudder?


c9b0b1  No.15781406

>>15779744

It looks great anon I can't wait to try it out.

One day I'll become as good at making games as you are, I promise you


67b0d3  No.15781428

>>15780943

can't remember the exact cases (can't be bothered to find my notes on it), but sometimes you need to overwrite buffers w/blank buffers between dispatches

>>15781181

looks like you method for getting the index is wrong. also you're doing int division which is almost always a red flag (unless every posi input is divisible by 32, then it is fine).

modulus works fine in compute shaders w/uint and int, and you have proper ordering of the operator so it should be fine (if the input address was fine).

Usually getting a 1D index is something like:


int id = dispatchID.x + dispatchID.y * groupSizeX + dispatchID.z * groupSizeX * groupSizeY

Good resource:

https://web.archive.org/web/20160416003055/https://scrawkblog.com/2014/06/26/directcompute-tutorial-for-unity-kernels-and-thread-groups/


a2b7cc  No.15781430

>>15781181

Further testing

count[id] = pposx; returns between 0 and 255 as expected

count[id] = pposx / 32; returns between 0 and 7 as expected

count[id] = pposz; returns between 0 and 255 as expected

count[id] = pposz / 32; returns between 0 and 255?????

count[id] = pposz / 256; returns 0 as expected

yeah, that's the fucking issue, somehow dividing by any value between 2 and 128 is not working

pposy is also wrong in the same manner. It's like on some operations it only lets me use the first 8 bits, and in others it lets me use all of the bits

changing their types from int to float fixed the issue

Now I can count how many leaves of grass there are in each 2x2x2 block inside a 8x8x8 tile, and thus, not try to process blocks with no grass

Sample result:

0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 8 16 24 32 40 48 56 64 64 64 64 64 64 64
64 64 64 64 64 64 64 64 64 64 64 64 64 64 64 62 61 60 59 57 54 54 53 51 49 49 47 49 50 52 51 50
50 50 49 47 46 46 52 51 48 44 40 42 40 38 39 38 42 44 43 45 25 17 25 32 24 16 8 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0


a2b7cc  No.15781442

>>15781430

final shader, if anyone cares

[numthreads(64, 1, 1)]
void CountGrassBlock(uint id : SV_DispatchThreadID) {
if (id >= args[3]) {
return;
}
uint prepos = pos[id];
float pposx = (prepos & 0xFF000000u) >> 24;
float pposz = (prepos & 0x00FF0000u) >> 16;
float pposy = (prepos & 0x0000FF00u) >> 8;
InterlockedAdd(count[pposx / 32 + (pposz / 32) * 8 + (pposy / 32) * 64], 1);
}


79ae00  No.15781447

>>15781400

How the fuck should I know, your whole god damn screen is covered by OBS


42e7ae  No.15781455

>>15781447

Anon, it's a video.


79ae00  No.15781462

>>15781455

And during the entirety of the video the screen is blocked by OBS


42e7ae  No.15781469

File: 7aa33976e48c3ba⋯.mp4 (5.88 MB, 1920x1080, 16:9, 2018-11-25 14-59-18.mp4)

>>15781462

Here, try this.


143a31  No.15781502

>>15781233

The fear is that you won't know, thinking it's entirely original, only to be proven wrong after release.


79ae00  No.15781612

File: 62f83dac87954de⋯.mp4 (3.95 MB, 1280x1024, 5:4, rudder.mp4)

>>15781469

Okay that one works. The problem is the rudder is being rotated on the global Z axis when the edge its hinged to is not aligned to the global Z-axis. By the looks of it your model doesn't use an armature. If you were, you could simply make an angled bone in blender (or whatever software you are using) which you could then easily rotate. See vid related


42e7ae  No.15781642

>>15781612

But how do I rotate bones in blender?


79ae00  No.15781732

>>15781642

Select the bone in pose mode and hit R, then hit the key of the axis you want to rotate them on. Set the transform type to Normal rather than Global as well. If you need more explanation you should probably just watch a tutorial on how to make and use armatures in blender.


42e7ae  No.15781824

>>15781732

My mistake, I meant Godot.


79ae00  No.15781836

>>15781824

No clue, it's been more than a year since I messed around in Godot.


79ae00  No.15781841

>>15781824

I know it's possible to do it manually in engine but you can also simply make a "Rudder Rotate" animation in blender which rotates the rudder from left to right– that you set the frame of of in Godot to set the rotation of the rudder.


42e7ae  No.15781845

File: d7c61062337a087⋯.png (58.12 KB, 1327x711, 1327:711, typhoon6.png)

Not to brag, but I think my topology looks solid. Especially around the cockpit.


6f32a6  No.15781862

>>15781824

First sentence of the godot skeletal animation documentation is

>Godot 3D skeleton support is currently quite rudimentary.

so it may not even be possible.


42e7ae  No.15781868

>>15781862

But didn't some anon do full body character movement?

Plus Godot 3 is way better now.


53218d  No.15782920

File: 2a28174289b75a8⋯.png (97.42 KB, 655x290, 131:58, Officially a gamedev.png)

Look who i found in a torrent site


143a31  No.15782963

>>15782920

Is that an agdg project?


bdf7ee  No.15783181

File: 0fe60ddcd786f5a⋯.webm (3.71 MB, 320x240, 4:3, Cube-4aGDCE6Nrz0.webm)


143a31  No.15783197

>>15783181

That's cute, but I can't tell if it's an actual joke or even the same dev.


67b0d3  No.15783207

>>15782963

>being new this is a well deserved bully

They were posting progress and general stuff awhile back, but they've been pretty off the radar since then.


150829  No.15783247

File: f143cc433e0815b⋯.jpg (24.12 KB, 480x360, 4:3, hqdefault(2).jpg)

File: 20dab3b753b32e4⋯.jpg (16.48 KB, 480x360, 4:3, hqdefault(3).jpg)

>>15776961

Voxel isn't new. And I think the first time I really heard about it was with the game Outcast.

Currently reorganising the rendering loop so that I have fixed step simulation/physics, and could deal with fps capping with this change among other things.

My animation function right now does memory consolidation (removing dead units and such), evaluating unit scripts, animation/physics.


6f758b  No.15783251

>>15777412

>>Collections etc must exist in the base C# library. It cannot be implemented by myself or in a third party library. This will make the core game logic independent.

What?


767ba7  No.15783595

>>15783251

I want my game's logic to exist independently of platform and framework. That is, it must be self contained and work off the standard library of the language of choice


ef68a8  No.15784003

>>15783595

Why does implementing it yourself make it platform dependent?


a2b7cc  No.15784937

File: 912575a3457259f⋯.jpg (89.99 KB, 800x800, 1:1, super fluffy.jpg)

File: a254ca0215d814c⋯.jpg (88.44 KB, 600x747, 200:249, fluffiest.jpg)

Time to make the twins while i wait my bro fix his clothing script.

Should i make the smug sheep loli or the meek sheep loli first?

Either way there will be fluffy hair, my inspiration is Yukari


dfe392  No.15785126

File: a0b45e2ee1a757d⋯.jpg (109.37 KB, 1280x720, 16:9, a0b45e2ee1a757d0dfcd57344c….jpg)

>spend like half an hour trying to figure out why everything is fucked

>turns out I forgot to re-add a line that I moved a minute earlier

>I was also printing strings with %c in the process

Where can I download a new brain?


767ba7  No.15785342

>>15784003

Because I want the logic/engine to be compiled into a .dll with no requirements.


a2b7cc  No.15785368

File: 87ffd9bf434d7ab⋯.png (29.47 KB, 463x397, 463:397, smug.png)

Still not smug enough…


a2b7cc  No.15785710

File: 637e5497cc0fb36⋯.webm (5.71 MB, 430x570, 43:57, 2018-11-26 17-00-08.webm)

Some shit fucking up my editor, 500ms at times of editor overhead. But it's working.

Perfectly removing grass


6f758b  No.15785716

>>15785342

I still don't understand how that changes anything. Just use a library that's written in C#, it's just as portable as your shit.


a2b7cc  No.15785779

File: 15e32429bb00652⋯.png (78 KB, 1115x891, 1115:891, hair.png)

Hair taking shape


767ba7  No.15785785

>>15785716

>Why not just have your drawing code entangled with your update code

>Why not just have your game core need extraneous libraries just because


767ba7  No.15785881

File: fab0979f211b8dc⋯.png (17.86 KB, 584x251, 584:251, ClipboardImage.png)

>>15785785

>>15785716

It's just a constraint I set that makes sense to me


95d97c  No.15786141

File: 3235d415cdbf42f⋯.gif (113.4 KB, 640x360, 16:9, serveimage2.gif)

What's a good screen shake effect for a top down 2d action game? Think explosions and other "heavy" events.

-Just shifting "camera" and make it re-position itself?

-Changing the angle of the "camera" so the whole image is tilted?

-Changing the proportions of the "camera" so the image is distorted on the x/y axis?

Pic somewhat related. Not mine.


767ba7  No.15786296

>>15786141

Just have the camera offset by XY values, using a "spring" effect


67b0d3  No.15787002

goddamn, our boyo made it, official yes dev with this backing

Huge grats if you're lurking this thread mang, u deserve it

LINK

https://www.kickstarter.com/projects/1199039590/aethyr#


d3c1ac  No.15787099

>>15787002

Hell yeah.


38a3c6  No.15787123

>>15787002

now all he has to do is actually deliver the game.


67b0d3  No.15787193

>>15787123

He's made solid progress over the years without extra funding, and already has a lot of progress.

Due to his work ethic, and the point of funding allowing him to dedicate more time to development; I have no doubt that he'll deliver.

Tho, "official" was the wrong word, more like, "tantamount to a" yes dev


143a31  No.15787205

>>15787002

I never knew he had a crowdfund campaign. Shit, I would've contributed. Good for him.

>>15782920

Must be cool to be pirated.


d3c1ac  No.15787223

>>15787205

22 days to go. You can still contribute.


d3c1ac  No.15787233

>>15787223

Damn it I thought I had turned off sage.


143a31  No.15787236

>>15787223

Hey, I didn't notice. Wow, that campaign is a huge success.


6f758b  No.15787380

>>15785785

He's literally avoiding libraries "just because" you dumb nigger


61bfab  No.15787955

File: e1823e008d3c63e⋯.png (168.99 KB, 384x384, 1:1, HQ test6.png)

File: 35b10f16342b56b⋯.gif (80.46 KB, 64x96, 2:3, Walk-Test.gif)

File: 7d83110ba500f47⋯.gif (78.34 KB, 64x96, 2:3, firing-anim-4.gif)

File: 8280cd79dd69bf0⋯.gif (20.56 KB, 64x96, 2:3, death1e.gif)

File: 1624c17568011ab⋯.gif (119.24 KB, 64x96, 2:3, digging-anim4.gif)

I will bring RTS back.


61bfab  No.15787959

File: 1c0faf01ef2c7b6⋯.webm (2.03 MB, 960x540, 16:9, dorftest.webm)

File: ba4572a4964a0e2⋯.webm (1.01 MB, 1280x720, 16:9, grenade toss2.webm)

>>15787955

Actual Gameplay (tm)


143a31  No.15788115

>>15787955

>>15787959

OpenRA does TS? huh. You go, anon.


61bfab  No.15788140

>>15788115

Sort of. The team that was working to port TS to ORA got about halfway through, and then (from what I understand) some kind of internal drama left it dead in the water. It is in a playable state, however a lot of features (such as in-game modifications to terrain) and a lot of the psuedo-3D features TS had are in a kind of half-baked state.


7f0275  No.15788490

>>15787959

Can I suggest avoiding the looping announcer sounds and just setting a flag for whenever the announcer is already saying something? At best, a buffer to contain voice responses.


26c4ce  No.15788510

>>15787955

Paid game? I'm actually kind of interested in this, very nice.


61bfab  No.15788533

File: 383a9ed283e7391⋯.jpg (1.78 MB, 3184x2400, 199:150, Day17 edit.jpg)

File: 00f14697752d8d1⋯.png (1.19 MB, 1620x1158, 270:193, vehicles2.png)

File: afb2fc71aa76e25⋯.jpg (3.52 MB, 3400x4591, 3400:4591, infanterie and stormtroope….jpg)

File: cf0557b24a67ea5⋯.jpg (3.83 MB, 3230x2500, 323:250, Day25EDIT.jpg)

File: 65bbee94fd50cc7⋯.png (201.7 KB, 695x889, 695:889, 2016-07-06-0004.png)

>>15788490

yeah, I'm definitely going to cut that out when I can, right now I'm just using TS ORA's features and then replacing them with original content piece by piece. While I've had concepts and documents for this project dating back to 2012, I actually just started working on the game itself last week.

>>15788510

It's using the OpenRA engine, and while at this point this game is basically just a mod, since the engine is open source I will eventually modify the engine to include mechanics and features that will go beyond the scope of the original C&C.

Some features I want to experiment with that will require custom scripts:

- Subterranean tunnels that can be built destroyed that exist beneath the map. Visually these will likely be displayed by toggling them on/off, sort of like displaying metros and pipes in Sim City 4.

- a multiple-color army painter, sort of like Dawn of War

- trains and railway track systems

- automated functionality to reduce micromanagement, such as turning on a function that will cause units to build indefinitely or setting up transport routes, like what Supreme Commander has (this will probably be way easier to implement than anything I mentioned above)

- terramorphing and terrain modification, ie wildfires breaking out, craters lowering the actual terrain height value, digging trenches and tunnels, etc. TS already sort of did this back in '98, albeit in an unfinished state that didn't really reach anywhere near its full potential

That's the extent of programming stuff that I can think of, anyway. Most of the content I want can probably just be modded in by editing the .yaml scripts, since ORA is super flexible.


61bfab  No.15788545

File: c9a9bb250266ab6⋯.jpg (884.05 KB, 1209x1501, 1209:1501, radiation troopers.jpg)

File: b85ea483b5df8f8⋯.jpg (965.83 KB, 1252x1644, 313:411, Scan-150903-0002.jpg)

File: d82c5f581c1898c⋯.jpg (722.41 KB, 1275x1650, 17:22, scouts wip.jpg)

File: d8455f03f3f3785⋯.png (955.7 KB, 1297x837, 1297:837, stormtroopersincitywip1.PNG)

>>15788510

Something I forgot to mention

>>15788533

>Paid game? I'm actually kind of interested in this, very nice.

While it would be using OpenRA as an engine, it would actually be feasible to release this theoretical game commercially, under the conditions that no original Westwood/EA artwork or audio (ie none of the 2d sprites or Klepacki music) from the original games were included in the game, but I guess that goes without saying.

Also not sure if you're aware, but the graphics in the videos I posted were from Tiberian Sun (with the exception of the squat soldiers), and are just being used as placeholders as I continue to replace content with my own, piece by piece.

Also, using Tiberian Sun's assets in particular because unlike classic C&C and RA1, TS uses isometric perspective and voxels, which I want my game to use, though I'll be rendering sprites at a higher resolution. For reference, TS terrain tiles are 48x24, while my own will be 64x32, hence why the squat soldiers in those webms seem so large compared to the buildings.


b89299  No.15788735

I'm dying to know how did they handle the units behind the buildings outlines in AoE2, in openage they have the outlines drawn at all time which is really lazy, while in AoE2 the outlines were drawn as if they were masked by the building so they never bleed out of it, it's amazing how they managed to pull that out without shaders and whatnot, it seems that there's no easy way to do it, I'd like to avoid shaders.


adfb4b  No.15788906

>>15788735

Some games work around that by having a toggle to make buildings transparent.


a2b7cc  No.15789173

File: dc29b30388a2dbd⋯.png (179.61 KB, 792x654, 132:109, ears.png)

Where exactly should i place the ears? Above the fluffy hair? Inside the horn loop?


7f0275  No.15789218

File: 002fbc0b85eff64⋯.png (22.58 KB, 500x429, 500:429, ClipboardImage.png)

>>15789173

Goats have them slightly higher and more in the back, I guess that's because of some evolutionary kind of deal?

I mean, thinking logically, if the horns come out from the side, they'd cover her ears if they were placed like a normal human's, so she should also have either out of the horns' way or maybe just the same position as a human's, but more goat like, y'dig?


a2b7cc  No.15789250

File: 2b3455691e835f3⋯.png (197.91 KB, 800x600, 4:3, ears.png)

File: 834503476e4241d⋯.jpg (226.55 KB, 531x750, 177:250, 50067218_p0.jpg)

File: 19fa9b7ba3a738d⋯.png (784.16 KB, 708x1000, 177:250, pdu7.png)

>>15789218

I tried a few position, but most look weird, so i will be going with right under the horns, if i placed where human ears would be the hair would cover it completely

Like in some of the references i used


7f0275  No.15789389

>>15789250

Make them a bit larger though


7f0275  No.15789394

>>15788533

Looks spiffy. I was thinking of making of making a WWI inspired Advance Wars clone but I just know I'll never truly gamedev.

Do you need any Osprey books with military uniforms and shit? I feel /agdg/ should have that sort of material.


a2b7cc  No.15789481

File: 1d510b5fae54723⋯.png (167.69 KB, 939x592, 939:592, big ears.png)

>>15789389

too big?


7f0275  No.15789509

>>15789481

Yeah, make them slightly larger and slightly shorter, also curve them a bit - she has to listen to what's coming from the front, not the ground, like in your references.


a2b7cc  No.15789538

File: f13035fb60dd3ba⋯.png (170.9 KB, 951x556, 951:556, curved and made thicker.png)


2a9d9c  No.15789696

File: d7b363bb58db6ef⋯.mp4 (5.52 MB, 744x562, 372:281, output.mp4)

>>15779769

Thank you. I agree, so I made it a bit less obvious by hiding the actual secret area until it's discovered.

>>15779785

Inspired by Return to Castle Wolfenstein, actually!

>>15779978

No, never heard of them before.

>>15780147

>>15781272

Thank you.

>>15781406

That's a promise, so you have to keep it!


bdf7ee  No.15789708

Anyone have resources about programming a arcade-style flight game? I'm trying to make it feel good but I feel like I'm mostly using trial-and-error.


143a31  No.15789844

>>15789696

Aww dude now it's one of those impossible to infer secrets. Do it the doom way, where there's a subtle hint (doom does uv texture mismatch a lot for those).

>>15789538

Is the player the only full human or does he have a tail or something?


a2b7cc  No.15789892

File: 223b08dee6f573c⋯.png (39.62 KB, 485x900, 97:180, Sasha comfy rest pose.png)

>>15789844

The protagonist is half-dracari (dragon people, i wrote a lot of lore about it in the blog)

Sasha is fully human though, an adept aeromancer too, in my universe pure humans have access to elemental magic works like bending in avatar, but i call it sorcery


2a9d9c  No.15789906

>>15789844

The hint in my case is the weirdly shaped indent in the forest silhouette. I think I'll add more flowers/vegetation underneath it to indicate that there's more space there.


3809a8  No.15789956

>>15789696

I understand that the outside trees are not shaded to act as dark "wall", but why aren't the lighter trees inside the level shaded? Everything else is shaded inside the level so they appear out of place.


143a31  No.15789973

>>15789906

Actually, I wasn't looking close enough. The path and the shrubbery make it clear once you're looking for it. Cool.


a2b7cc  No.15790146

page 13


7f0275  No.15790223

>>15789538

aye much better


bdf7ee  No.15790405

File: 371054fbcdd7af9⋯.png (773 B, 65x46, 65:46, ClipboardImage.png)

>>15790146

Why doesn't 8ch show me the page number anymore?


12976d  No.15790436

>>15790405

It does. Usually that happens if the site goes down or your internet is shit.


bdf7ee  No.15790455

>>15790436

It was a problem with my ublock settings.


150829  No.15790519

Phew, script evaluation and animation is now separate from FPS.

I can now have variable FPS cap and the simulation runs the same.

Special gotcha moment: running

a = clock();
SDL_Delay(16);
b = clock();

Would give a and b the same value. It turns out SDL_Delay also put to sleep the thread timer somehow, and I was wondering why whatever I put as delay, the whole loop would give me 0, the solution was using SDL_GetTicks() instead

Now the resolution is not great since I need to wait 16.6ms for 60FPS, and can only use integer as delay value. I'll check that later.


26c4ce  No.15790648

>>15788545

>>15788533

Sounds great, you have a team doing this or are you doing the concept art, programming and 3d art yourself? The work you've showed already looks promising, and you've listed a bunch of interesting features, things like automation sound great, also your visual style is on point, the higher res sprites is a good idea, they are very similar to the ones from Red Alert 2.


61bfab  No.15791098

>>15790648

So far it's just me, with some advice from the ORA dev team. I'm not a programmer though, so I'll need to get help with that, but fortunately a lot of what I need to do can actually be accomplished with editing yaml scripts, which doesn't require *actual* programming.


26c4ce  No.15791252

>>15791098

If you can achieve your goals with the tools you have then you're already half way there. keep up the good work.


a08e98  No.15791849

>>15789250

anatomy looks nice


bdf7ee  No.15791943

File: 7bd928ee3646dde⋯.mp4 (5.29 MB, 1280x720, 16:9, 2018-11-27 22-38-31.mp4)

Start of some kind of space game.


a2b7cc  No.15792354

File: 03a35ca06194ef1⋯.jpg (43.33 KB, 712x482, 356:241, DEV WAKE ME UP.jpg)




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