53bcae No.15792351
Stop waiting for me to make the thread every time you lazy assholes 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: >>15743354
Announcements
>QUARTERLY DEMO DAY SCHEDULED FOR February 2nd (need to be updated in the wiki)
>Please contribute to the wiki if you can
53bcae No.15792358
Making a smug sheep loli, already rigged her hair, so we can make it bounce
Gonna texture her hair and horns today
8e9f1d No.15792463
The key to good game design is to do as much as you can with as little as you can.
4c1d50 No.15792748
gonna make a survival horror game, any tips on how to make it NOT a shit, boring, pretentious walking simulator?
33c6c8 No.15792759
>>15792748
Proper tension, for one. It's important to have some moments of rest, but otherwise, your players need to feel in danger even if they're not. Players need to have shit to do in the meanwhile that they're not in danger, like puzzles.
It also depends on what type of SH you're going for, whether more psychological, more action-oriented or whatever.
53bcae No.15792934
>>15792748
The less jump scares the better, make creepy shit that doesn't go directly after the player most of the time, scarce resource handling
It is fine to let the player defend himself, but make ammo VERY rare if you do
You could also do something similar to the monster in amnesia that is invisible and only moves on water, so you hear and see the water splashes when he moves.
To not make an obvious copy instead it could be a creature that walks on the wooden floor of the house only, it leaves obvious footprints and can only see you if you step on the naked floor (anything like a carpet is enough to escape it)
Also don't do random ambiance with loud noises, it can be scary for the first minute, but once the player hear it loop he will know it is fake, make it so only actual objects make noise, if you hear a door opening then you can be sure a door was opened.
8a3187 No.15792956
>>15792748
It needs some kind of loop. Amnesia's developers figured this out the hard way when they made SOMA and figured it was more gamey because it had more kinds of environmental interaction, but many were one-off things the player never did again. This lack of reoccurring gameplay elements (aside from the occasional monster) makes any planning pointless so the player is reduced to wandering from one area to the next to see where the story goes.
Even if you don't particularly like Amnesia, I highly recommend the articles below. Frictional Games distinguishes themselves from their imitators through their willingness to experiment and admit when they've made mistakes.
>http://frictionalgames.blogspot.ca/2017/04/mental-models.html >http://frictionalgames.blogspot.ca/2017/05/story-what-is-it-good-for.html >http://frictionalgames.blogspot.ca/2017/05/the-ssm-framework-of-game-design.html
>http://frictionalgames.blogspot.ca/2017/05/planning-core-reason-why-gameplay-feels.html
>http://frictionalgames.blogspot.ca/2017/06/gaps-of-imagination.html
>http://frictionalgames.blogspot.ca/2017/07/the-illusion-of-analog-world.html
df1e40 No.15792976
Repostan from last thread.
88ae5a No.15793008
>>15792748
Actual combat and enemies that interact in unique ways. Many walking sims only have a couple "enemy types," which are usually reskins of a basic enemy. The pretentious term is "orthogonally unique," which is just a fancy way of saying your enemies need to differentiate themselves from one another.
53bcae No.15793011
>>15793008
Enemies that are not allied to each other could be very interesting, lets say there is a smile enemy that drops from the ceiling and you can force another creature to walk under it the smile could kill it for you
Or have a blind enemy that attacks anything it hears and a moaning zombie that attacks anything it can see and get them to meet
88ae5a No.15793043
>>15793011
Enemy interaction can certainly add to the feeling of enemy depth and believability, but I'd only account for it if the game needed that kind of interaction.
357969 No.15793059
>>15792748
A few things every good horror game needs to do:
>Combat is perfectly okay, so long as you require resource management.
>Genuinely unsettling and creepy enemies. Use the good old uncanny valley to your advantage here.
>Separate difficulties for action and puzzles.
>Little moments of peace for the player, when they can just chill out for a little while in a hub area or safe room.
>For psychological games, use everything you need to, from insanity, mental illness and hallucinations, to the smallest details changing, like the positioning of items and props, room layouts changing, and so on.
>If you have non-hostile NPCs roaming around, make them strange. Not a little offbeat or weird, but strange. Nonsensical, even.
>>15793011
That's basically what Doom does, so that's an oldie, but definitely a goodie.
53bcae No.15793082
>>15793059
if i were to make a horror game i would try to make every NPC likeable, but make it so you can get in very hard situations and you are supposed to sacrifice them to escape or get what you need to progress, you only get the true ending if you manage to keep them all alive
Every one you sacrifice leaves a nasty message for you or appear as a ghost for a few seconds, but not as enemies
357969 No.15793107
>>15793082
You make a good point, but I guess I've been influenced by Pathologic and my own life experiences. What is more terrifying than being around people who are completely and utterly foreign to you, and no matter how much you try, you can't understand them, you can't think like them (and you could never even begin to understand their thought processes), and may even be, at least in our eyes, completely insane? That to me is true terror.
53bcae No.15793121
>>15793107
They can be insane AND likable :^)
28e3ad No.15793123
>>15793107
That sounds like regular life when in the presence of neurotypicals.
2b8a3b No.15793125
>make vertex shader for gpu skinning
>everything seemingly works fine
>attempt to copy/paste the code into a regular script so i can see if everything is working exactly as it should be
>regular cpu script is completely fucking up the mesh
fucking why
either the shader is doing background shit that magically fixes things and i don't know how, or unity's code isn't even remotely close to the same functions in the shader
24d8b1 No.15793130
Invidious embed. Click thumbnail to play.
>>15792358
Can you teach me, senpai?
>>15792748
Try to come up with things that are both "survival" and "horror" rather than just one of them or separately. I.E. remember that weapons should make sense depending on the context and background you're letting the player character in, so seeing a Magnum in an abandoned innawoods shelter or a police station is plausible, seeing one in an elementary school not so much, UNLESS you give subtle implications via the background or random notes in the area of something coming up that justifies its existence, but not in a real direct way, more of a nuanced thing i.e. going back to the elementary school thing, you could say that such a high caliber weapon was used by someone to kill themselves by leaving the gun nearby a rather massive splatter on the wall behind it with no body in sight.
For the horror part, remember to always imply more than outright tell what's going on, what will be happening one room down the line, what has just happened in a room (vid related) and screw with the player as much as possible i.e. the moment they move from a room to another, there's a sudden loud noise, but going back in the previous room reveals something that changed in a non threatening way. In fact I really suggest you watch the Eternal Darkness sanity effects for inspiration, you can inflict a shitton of misery on the player if you make him think that the horror of the game world is spilling in the real world, i.e. pretending that his controls stopped working when he's about to be hit by a wave of enemies, have the game pretend to crash and upon restoring it the player is greeted by a much more grim or outright disturbing menu title, have some subroutine that randomly boots up the game when he's not playing with a more personal intro screen etc.
53bcae No.15793135
>>15793130
What exactly? Modeling, texturing or making the bouncy hair?
24d8b1 No.15793263
>>15793135
>Modeling, texturing or making the bouncy hair?
Yes thank you very much ♥
53bcae No.15793295
>>15793263
Shit man, it is not something you learn in a day, how much do you know right now?
53bcae No.15793364
YouTube embed. Click thumbnail to play.
>>15793263
Well assuming you are starting from zero, first you need to learn basic modeling
397f62 No.15793374
Inventory and other menu stuff. I've always wanted to make an inventory with nice juicy colorful icons like this.
Thinking of maybe making the item images animated in the inventory. Not sure how that's gonna look though.
53bcae No.15793387
>>15793374
Are those rendered 3d meshes? If they are just make them rotate slowly
e791cf No.15793407
I've been trying to make a game with Brightscript. With about 800 objects that do nothing (each with an image), the game slows to a crawl. At least, I think it does, because it might also be an issue with the tv "remote" which has a 300 ms delay sometimes.
397f62 No.15793413
>>15793387
No, those are images.
53bcae No.15793417
>>15793413
Then you would need to add particles or make them animated icons of some sort, looks like too much work
24d8b1 No.15793445
>>15793364
Yeah I was just wondering what sources you used to start learning your thing
8869a5 No.15793492
I'm starting to get the hang of doing everything in a spherical 3D space.
53bcae No.15793549
357969 No.15793575
>>15793121
>Goofy shit in a horror game
Well hell, why not?
>>15793123
>my own life experiences
But yeah, that's basically what it is.
53bcae No.15793576
Removing grass and placing in grid
Now for inventory
e791cf No.15793584
>>15793123
>neurotypicals
are you describing people who aren't mentally retarded?
6f5412 No.15793621
>>15793576
So how well does the game actually run with all that grass? Also, have you ever looked into Flower?
e791cf No.15793635
>>15793576
>80 seconds to fill in a small grid
is that normal for farming sims?
01d962 No.15793642
Time to refactor 50% of the game again.
>>15793576
Will neighboring farm field tiles merge in the future?
377524 No.15793647
>>15793635
In most, you usually upgrade your tools so you can do shit faster.
2231e9 No.15793669
>Found an example of how to program a structure process that receives a sequence/combination of player inputs to evaluate whether or not the player can perform/execute a complex action/move to that of a combo in a fighting game
My respect for fighting game devs just rose.
53bcae No.15793679
>>15793621
Nope, what is this? Just a walking simulator or an actual game?
>>15793635
Without upgraded tools it is usually like this in harvest moon and rune factory, we will have tool upgrades to make more tiles
>>15793642
If you have two nearby grids that do not merge because they can have different angles, the grid is not global, you can make farm tiles in any angle
Took way too long to texture this holy shit
28e3ad No.15793707
>>15793584
>are you describing people who aren't mentally retarded?
I'm describing people that don't have autism. People that feel comfortable with society in general. Autism as a difference, not a mental disorder.
e791cf No.15793717
>>15793707
>Autism as a difference, not a mental disorder
So not actual retardation, just people who aren't normalfags. Stop using kike psychoanalytic tumblr terminology like "neurotypical".
722f3b No.15793762
>haven't worked on anything since demo day
feels bad
d02974 No.15793820
Unity c# question
not really well versed in particle effects so here's my problem
GameObject FireCharging = Instantiate(FireBallChargingObj, Arm.transform.position, Arm.transform.rotation);
particle effect of fire charging that follows the players "Arm" except the particle effect spawns and then doesnt move with the player
for stuff that isn't particle effects this correctly follows the players arm like rigidbodies and such.
How do I do this for particle effects?
28e3ad No.15793826
>>15793717
The words vary but the concept is the same. "Neurotypical" is an antonym to "autistic" which is why I like using it. It makes explicit that there's a difference in cognitive function, not just behavior.
>>15793762
Which game are you doing?
e791cf No.15793838
>>15793826
>"Neurotypical" is an antonym to "autistic"
Sure, if you're not from around here.
d02974 No.15793873
>>15793820
forgot to post the transform after
FireCharging.transform.position = Vector3.MoveTowards(transform.position, Arm.transform.position, 5);
28e3ad No.15793875
>>15793838
I've only been lurking for 11 years. Too new for you?
e791cf No.15793960
>>15793875
how many years in did you learn the word "neurotypical"?
6f5412 No.15793967
>>15793679
There's no character to walk. You control petals in a gust of wind (with the PS3's motion controls) and fly around a prairie collecting other petals and restoring nature to dead places. It's a humble game, though pretty comfy. The grass is pretty impressive though. As the game progresses things get more surreal with patches of grass of impossible colors.
53bcae No.15794001
>>15793642
>Will neighboring farm field tiles merge in the future?
I will try to make some neat stuff for dirt/stone roads, I might be able to let you use those to fuse unaligned grids. But you won't be able to plant anything on the junctions
28e3ad No.15794071
>>15793960
"Normalfag" was from the beginning. "Neurotypical" is relatively new. Can't tell which year.
e791cf No.15794092
>>15794071
I'm guessing 2007, the year tumblr was created
6f5412 No.15794111
>>15794092
I once saw a movie about autists who used the term. It definitely predates normalfag. It's not new.
28e3ad No.15794282
This thread got me thinking about old 4chan. There was no Captcha at first. When Jewt added it, he said it was temporary. Memes weren't yet conceptualized. There were a lot of them, they just weren't called "memes". /pol/ didn't exist. It started as /new/, was deleted, then came back as /pol/.
>>15794092
It was later than that.
>>15794111
Words need to be adopted after they're invented. Their meaning can also change when they're adopted. The word "meme" comes from a book written in 1976 but it wasn't used the way it is now until recently.
ff9c1d No.15794290
>>15792358
>>15793679
she's pretty cute anon <3
4b44cf No.15794295
Tangentially related to Gamedev:
Were i wanting to try my hand at Voiceacting for small projects including my own, is there some "standard" microphone that is used?
If not: Anyone got any suggestions as to what piece of kit i might like to look at? All i really know is that i'll be wanting a condenser mic of some sort, with a Pop filter. If i am mistaken do go ahead and tell me. Thanks.
624a6f No.15794306
>>15794282
>This thread got me thinking about old 4chan.
Those were the days. There was a quaintness to things like noko in email field.
>>15794295
I heard Blue microphones are pretty decent for the price but admittedly I don't know much about audio recording.
d52715 No.15794314
>>15793820
Set simulation space to world it's in the ps' settings
65c0f6 No.15794361
>>15792748
Constant sense of danger and alertness >>>>>>> spooky atmosphere
I noticed I actually felt more scared playing non-horror games sometimes than I did playing horror games. You, know those fights where you're low on ammo and all you can do is fucking run while the AI chases you down a bunch of corridors. I feel pressure squeezing on my temples and my chest sinks a little. Because I'm actually helpless and in danger.
That's much scarrier than being in a spooky room with a spooky face looking at you.
d02974 No.15794527
>>15794314
doesn't quite fix it, wouldn't the difference between local and world be based on what acts upon it? because it is in fact a gameobject so why does it not follow gameobject rules?
4b44cf No.15794598
>>15794321
This is quite helpful, thank you friend. I suppose it's worth recording some attempts without going through the trouble of buying a good mic first though. Assess whether I'm actually any good.
I may return.
e9803f No.15794719
770235 No.15794761
>>15794598
I await your return.
53bcae No.15794778
>>15794290
Don't lewd my lolis please
There are plenty legal girls to lewd in my game
fadd54 No.15794798
Instead of working on my game for the last week, I've been hating work and playing with Super Metroid romhacking
d52715 No.15795022
>>15794527
The particle system itself still follows the GO conventions.
The particles on the other hand have customized behaviors/settings; which you set in the various modules.
For making the ps GO follow the arm u either need to parent the transform to the arm bone, or set its position every frame to the arm bone's position with a monobehaviour.
377524 No.15795036
>>15794778
To be honest I think the goat loli has a more attractive face than those ones.
d52715 No.15795052
>>15794778
>Don't lewd
So what you're saying is, more lewds
53bcae No.15795353
>>15795036
Must be the smug effect
The player won't see Elly's neutral face most of the time, since she will be either afraid or blushing when you are nearby.
Reiko will have a prettier smile when she is cooking
Too bad i won't get to actually write their events until late 2019, there still much stuff to do before that, i really want to see my daughters alive in the world we are creating instead of just asserting dominance in an empty scene or idling in the demo
d02974 No.15795580
>>15795022
thanks that worked
84a0e6 No.15795953
>>15793826
neurotypical is an antonym to neuroatypical, not to autistic. And neuroatypical simply means anyone with any form of mental disorder, which can be autism, depression, retardation, or literally anything else described in the DSM-IV including fucking dyslexia.
As such, just about everyone is neuroatypical, neurotypicals are incredibly rare, and it's a shit term to use.
be1f82 No.15796058
Implemented buttonless gestures so you can just your hand motions. Currently only "come here" and "take this". I forgot to calibrate my hands so they look really tiny and looks like I'm moving my hands really fast. I'm still annoyed by Unity's cloth physics. Gonna look into them later.
Also she wacks you with the cattails if you piss her off.
69c329 No.15796161
>>15796058
Seeing your progress and Shinobu always brings me a smile.
53bcae No.15796265
>>15796058
Oh and btw what script are you using for cloth physics? We also have problems similar to yours in some cloth pieces, i have been solving these by lowering the amount of bones affecting the clothes
714c0a No.15796296
>>15796058
It's very cute.
de00c0 No.15796305
>>15793820
I'm assuming when you mention "rigidbodies and such", you mean components, whereas your FireBallChargingObj is a Prefab.
If you want it to "follow" the Arm, you can simply make it a child of the Arm transform, something you can do with SetParent, or better yet, when you instantiate it:
GameObject FireCharging = Instantiate(FireBallChargingObj, Arm.transform);
This will spawn your FireBallChargingObj on the same position and rotation as the arm and automatically set it as Child of the arm, moving it when it also moves.
e7a114 No.15796437
>>15792748
I personally recommend you to play through your favorite horror vidya one more time, it's better than any advice. If you are not using any particular game or series as inspiration, I recommend you play, at least, 3 of these:
- Silent Hill 2 and 3
- RE:Make
- Eternal Darkness
- Dead Space
- Bloodborne (only if you already have a PS4, also, not really survival horror, but if you play it you'll know why I'm listing it).
8d844c No.15796878
How do you deal with tiredness that makes you want to go to sleep as soon as you start to think of something complicated?
8869a5 No.15796901
>>15794361
Thief evokes this feeling very well. >>15796878
Out loud, talk about the problem as if you were explaining it to a child.
53bcae No.15796938
>>15796878
I think those things while lying on my bed
Works fine enough
de00c0 No.15796981
>>15796878
I stop and break down the problem into smaller tasks. I don't even need to break it into every single task (since that's also a problem in it's own), only thing I need is to come up with a small task I can do now that helps to solve the bigger problem, and then I do that.
If you overthink things, you won't even begin solving them. But if you take one step at a time, you'll eventually do the whole thing.
Learned that by playing Elona, where at any time there's a lot of different things to do. Tending your farm, butchering your livestock for meat, completing errands for PP, dungeon delving, training skills, cooking food for you and your party, paying taxes, completing quests, crafting equipment, etc.
At one point, the game stopped being fun when I was trying to come up with the right order of doing all this in the most efficient way possible.
Once I said "fuck it, let's practice Fishing today" and stuck to small goals like that, switching them around when I think I'm done for now, the game became a lot of fun again.
You can also get the same lesson from Rune Factory or Harvest Moon. The days are limited in how much time you have to do anything, so there's a tendency at first to rush things around to do the most you can in a single day, making for a very stressfull experience in what's actually supposed to be top comfy.
You eventually learn to manage your farm so the tasks you have to complete are done in 2-3 hours and then you set a goal for the rest of the day that you'll stick with, like gathering wood or buying and planting a new batch of seeds or exploring a dungeon.
Once you start worrying so much about making every second usefull, the game becomes really, really comfy.
c74b68 No.15797015
>>15796878
I start thinking about complicated shit the moment I lie down to sleep. It's like some unused part of my mind wakes up when I get ready to sleep.
>>15796981
That's pretty good advice. I suffer pretty bad from what you explained. Playing Elona just became overwhelming at some point and I just didn't want to bother anymore.
bebc7f No.15797060
>local museum is offering 10k for someone to propose and then develop a game
>seems cool might apply
>they want something that explores the idea of role playing and character development
>alright
>they want it to be browser based
>uh what
>they want it to be developed in 4 months
>what the fuck
Putting people that have clearly never made (or played) a game in charge of creating this brief was a very good idea
53bcae No.15797067
>>15797060
I see you never actually worked for these kinds of projects
It's not meant to be fun, it's meant to waste tax payer money
Just do whatever the fuck fits all criteria, regardless of quality, and everyone is happy with it
bebc7f No.15797084
>>15797067
I think it would be physically impossible to have:
>a game that full fills the criteria in an interesting way
>for it to be playable in browser
>and for it to be completed in the span of 4 months
Even an experienced professional development team would have trouble coming up and delivering a finished product considering these restrictions
8869a5 No.15797095
>>15797084
Just use phaser, godot, unity, love2d or something else that supports web compilation.
bebc7f No.15797104
>>15797095
Is Unity still discontinuing web support?
I remember them saying they didn't want to use it anymore and it was going to be removed eventually
b47f3b No.15797114
>>15797084
Being finished wasnt one of the requirements.
It could have zero gameplay but if you put something about climate change or diversity in there nobody will care that its not a game.
de00c0 No.15797119
>>15797060
>>15797084
You're actually wrong. Unity lets you export things in a format that lets you play your game directly from a browser, so that's the best tool you can use to get the best result out of this and handles a lot of the work you'd have to do anyway.
Failing that, you can always go for the standard browser games that are merely reading data from a spreadsheet and telling you your sitatuion based on it, every location simply being a different kind of page. Kingdom of Loathing is a good example.
>>15797067
But this Anon is correct. What's happening is that the museum got a truckload of cash to develop "culture" and specifically about videogames, so they put out an activity like this in order to entice someone to show up.
The theory behind this is that you have the state (or whoever gave out all the cash) supporting the arts and a new media, the museum gets to showcase it afterwards and keeps some of the funds and the artist gets paid.
In reality, the state gets to pretend it's investing in culture no matter how terrible and irrelevant the final result is, the museumm will easily pocket 50k from this and whoever shows up will pump out some crappy "game" and leech off 10k easy.
>>15797104
I think it's still active, but Godot would probably be a better option.
18be30 No.15797121
>>15797084
>in an interesting way
There is the problem
c74b68 No.15797132
>>15797084
>in an interesting way
They didn't say it had to be interesting :^). To be honest those kind of projects always felt artificial as fuck and hardly capture what they set out to deliver.
What do they even mean by "explores the idea of role playing and character development"? Isn't that just a drawn out way of saying "make a role playing game"?
bebc7f No.15797152
>>15797114
No, they say it has to be done or at least ready for beta testing
>>15797132
Well they are looking for proposals, then they look through them and only choose one to be developed.
So I'm going to suppose it has to be at least a little bit interesting.
I dunno man I really want to try this out but so far it looks absolutely impossible to do
I'll submit something either way, no harm in that. If I get the money I'll just skip town
a7087f No.15797196
>>15796878
I always tell myself "I'll just add this little/incomplicated thing" which i know will only take 5 minutes. Sometimes i do stop again afterwards, but most of i keep going adding more small things and before i realized it i spend 8 hours working on it and all the small incomplicated things turned into a bigger complicated thing. Starting is always the hardest, so make sure you start off the easiest and incomplicated way possible and more often then not you will keep going after passing the hurdle of starting.
de00c0 No.15797205
>>15797152
Just do a double-layered RPG.
You play as a character that roleplays a role in a group.
Then have the story be about the differences between the character and what he roleplays as.
Simple idea here:
MC is a kid in school. You can pick different atributes that change how good he is at different activities like sports, each class, socializing, etc.
Every other character is also a student in that school that have their own atributes and stories.
Every character, MC included, plays an MMO whenever they go back home and you can find the students there to play with, but it's not immidiatly obvious who each one has.
You can find out that the big bully that harasses everyone plays a rogue because he doesn't trust anyone and that's why he bullies everyone else.
The quiet silent girl plays a magician and is actually really good, she just doesn't have anything to talk about IRL with anyone else.
An introvert kid is actually the leader of a guild and he has a commanding presence online but falls under pressure IRL.
You can make a decent sales pitch just out of this concept, exploring the differences in character when online, where you roleplay a roleplayer.
You can make the stories modular so you get to know a character both IRL and Online and you need to progress in both sides to really get to know him\her.
Then you can make this kind of a visual novel, where progressing with a character long enough locks you in their route, where the story centers around him and every other character is a support role.
Afterwards, you can just make story after story and weave previous characters as support for whatever new story you add in.
6f5412 No.15797218
>>15796878
Taking a page from Jordan Peterson, imagine you actually worked diligently and picture where you'd be in 4 years. That'll give you a nice picture to push towards. Then imagine where you'd be in 4 years if you gave in to all your worst aspects and apathy. That'll give you something to pull away from. The idea is to motivate you positively towards your goal and terrify you away from your personal hell.
>>15797060
Speaking from experience, >>15797067 is right. This year I made an android game app for kids to be played on tablets at a local aquarium. Made it in flash actionscript 3 exported to adobe air for android (doesn't get shittier than that). Expectations are low for these things. It's government money.
24d8b1 No.15797326
>>15797060
Just copy some other game idea, make it in something like, dunno, Flash, put some negress in it and ride into the sunset 10k dollars richer.
9ae774 No.15797328
>>15796058
>Shinobu can now kill you with a cattail
Hell yes.
>>15797060
Just make a flash version of Myst that uses the museam and its exhibits as the clues/puzzles. Throw in some "characters," and there you go.
53bcae No.15797348
Added her fur, this will look weird when she shaves to make wool
8869a5 No.15797401
Screenspace decals. This is pretty easy to setup, since you just align it with the position and normal of collision, but it has the obvious disadvantage of clipping over close objects. I might be able to fix this with the depth buffer.
53bcae No.15797450
>>15797401
What kind of game are you making anon?
8869a5 No.15797463
>>15797450
It's a space game. The basic setup I have in mind is that you have to re-balance the ecosystem of several planets in a galaxy besieged by a hostile alien life form. There'll be shooting, parkour, grappling hook, and unusual gravity mechanics.
53bcae No.15797468
>>15797463
Sounds fun, but quite ambitious
c33573 No.15797909
>>15793584
>>neurotypicals
>are you describing people who aren't mentally retarded?
you haven't been on the internet long enough if you think "neurotypicals" aren't mentally retarded.
e791cf No.15797924
>>15797909
Point is retards use the word "neurotypical" to refer to anyone who isn't as retarded as them.
69c329 No.15798483
>>15797348
I want to beep beep
fdfb6d No.15798541
hey guys im a veteran blueprint programmer anyone want to ask for advice
pic related is an example of my work
6f5412 No.15798552
>>15798541
ah fuck. That defeats the point of a node gui. Easier to just code at that point.
33c6c8 No.15798554
>>15798541
Never used Unreal but that looks like my nightmares come to life.
a7087f No.15798575
>>15798541
I refuse to believe that someone made this for real. This has to be satire.
04e2d5 No.15798851
>>15797084
You're wrong on this one. It is possible. The key is to not approach something like that like a regular game with a regular game development cycle. Yeah, 4 months are going to be a problem there.
Approach it like a gamejam. Scope-wise it should be something that you could realistically finish within a month or less.
4 months aren't enough for even a mid-sized game. But they sure are enough to polish a 1-month game to a mirror shine.
Basically aim for something gamejam-worthy, minus the jankiness, lack of polish and a bit (only a bit) less corner-cutting.
As long as you don't feature creep it up, you should be fine.
946ece No.15798876
>>15798541
Teach me your ways based pajeet
83bf4d No.15798881
One day I'll finish my game ò3ó
65c0f6 No.15798977
>>15797067
>>15797084
>>15797060
Anon, don't feel bad. I participated in a week long "game dev camp" for Unreal Engine 4 one time. Didn't particularly want to go, but my parents thought I'd be interested + I was homeschooled at the time so they wanted me to hang out with some more people
We had to made a game within a week. I made a half-assed "isometric" RPG with Fallout 1 style combat and 2 enemy types.
If I can make that within 6 days, you most certainly can make that project within 4 months as long as you don't try polishing it up too much.
>Spend 1 week on the design phase - don't look back afterwards, your design is written in stone
>Spend 1 week programming your entire game. Your game design has to be simple enough to program within a maximum time span of 1.5 weeks
>literally spend the rest of your time making content and shit
Hell, you could probably make it in 2 months. Don't give up hope, anon. Make those $10,000.
65c0f6 No.15799038
>>15799015
Yup. Didn't really learn anything there that I didn't already know. I kinda felt bad about it, but my parents spent money on it because they thought it might help me, so I didn't want to complain too much.
At best, at least I managed to finish a game for once + I finally learned how to use UE4 because my ADD ass couldn't pay attention to shitty YouTube tutorials explaining the interface.
cfa207 No.15799045
I decided I'd like to make a small detective game as a beginner's project. I then realized I'd never written a mystery before. Any tips for writing for a game? I know you want to start at the mystery's solution before you think about how the player approaches it, but I'd like to hear more tips. Just sit down and write is also acceptable.
e791cf No.15799048
>>15799038
<my ADD ass
>trying to learn from youtube tutorials
65c0f6 No.15799071
>>15799048
Not sure what you want from me, anon.
609358 No.15799105
>>15793374
GUI looks very nice. Did you just draw all of the elements and do the event checking yourself?
89f042 No.15799107
>>15799048
There's really nothing wrong with learning in general. I don't decry people here for using Blender instead of the industry standard Zbrush/Maya/3DSMax workflows.
f66ed5 No.15799109
90% of my dev time for the past few months has been spent animating. This is ridiculous.
I understand now why AAA abuses mocap as much as they do.
53bcae No.15799257
>>15799109
Don`t remind me, i will need to animate my girl`s wings, ears, tails, tentacles, spider legs.etc..
It will be a lot of work.
28e3ad No.15799332
>>15799045
You've said nothing about your game so far other than that you want it to be a mystery. That leaves a lot of possibilities. What's the main character going to be like? What is the crime going to be? Will there be multiple? What's the interface going to be? What's the setting going to be? What about the characters? Will there be object interaction? Is it going to be dialogue driven? Will the player be finding evidence? Will there be puzzles or combat?
946ece No.15799548
>>15799071
He means only retards try to learn from youtube. Learn to read.
cfa207 No.15799618
>>15799332
It would be a top down game, and would be driven by talking to characters and finding items. I haven't decided on the mystery and story. It would have to be something short enough to fit in a small environment like a town or ship, but I'd still like it to feel genuinely mysterious.
33c6c8 No.15799628
>>15799548
I usually find it to be a good starting point for the basics. Most times, video tutorials explain it in more detail than written guides, or are just all around simpler to understand due to being retard-proof. From there, though, simply looking up what you need to do usually works well.
1bc5af No.15799652
>>15799628
>Most times, video tutorials explain it in more detail than written guides
No they don't.
>simpler to understand due to being retard-proof
They're for retards, written by retards. It's the blind leading the blind.
33c6c8 No.15799674
>>15799652
>No they don't.
They do in my experience. Example, a UI in some program has three hundred fucking buttons. A written guide will tell you to click it. A video guide will tell you which of the twenty sub sections of the twenty drop down menus it is in.
>They're for retards, written by retards
And that's perfect for basics, when you have absolutely no fucking clue of how, where and why to do anything at all.
fadd54 No.15799760
Rate my shitty snes rom calculator
073885 No.15800506
fadd54 No.15800648
>>15800506
What is it missing
52aa71 No.15800656
>>15800648
Not enough non-white people
53bcae No.15802050
Made her a dress, I think I am going to dress Fuko in white clothes, and her twin Meru (white sheep) in black clothes
Or do you guys think this is too cliche?
53bcae No.15802067
And it has a tail hole obviously
e791cf No.15802092
>Aethyr dev got a few shekels from our retards
>got thousands of them from redditers
>also got infinite asspats
>hasn't shown up since
hmm
53bcae No.15802102
>>15802092
He didn`t post too frequently, i don`t think he is scamming
33c6c8 No.15802115
>>15802092
Anyone have a list of /agdg/fags with shekel-making tools? Aethyr dev did the kikestarter, I know Shinobu-dev has a patreon. Anyone else?
Also, why must I be cursed with a strong enough sense of morals to not nickel and dime Redditors for all they're worth? I'm too fucking nice.
4c1d50 No.15802128
>>15802115
>NOT taking reddits money
they will just spend it on stupid shit anyway like lootboxes, DLCs and other evils like women and TV
e791cf No.15802130
>>15802115
Anon, they like to be parted with their money. It makes them happy.
377524 No.15802148
>>15802115
You're smart. If you take reddit money you become reddit
53bcae No.15802154
>>15802115
We do have a patreon, sitting at zero right now, i don`t feel like shilling it since we don`t have enough to show yet
If you think we are evil for wanting to have this be our job and make a living doing what we love then so be it.
4c1d50 No.15802167
>>15802148
nice try reddit but YOUR WALLET IS MINE!
33c6c8 No.15802211
>>15802154
Making money is fine - for a finished product.
Charging money either for an unfinished product like Kickstarter, or for just your existence like Patreon, is what I disagree with. Just a personal perspective.
7ed107 No.15802212
>>15802115
Similar topic, but I'm curious what /agdg/'s thoughts are on things like kickstarters and patreons. I don't have either, and even if I did, I wouldn't be shilling it here, but I'd be lying if I said the thought of trying to earn some shekels for doing what I'd be doing anyways hasn't crossed my mind.
e791cf No.15802217
>>15802154
Not evil, just stupid and egotistical. You're like an artist who insists that he be able to make a living playing, even though art and music have always just been something the rich did in their spare time or very occasionally paid a single jackass (our of thousands of desperate jackasses) to do for them. It's the same, and the subject has just changed with time; You want to do a rich man's hobby, and no actual work. More than that, you think people should be so happy to see you do it that they support you with THEIR real work, so you can play hobby.
377524 No.15802221
>>15802212
I think kickstarter and patreon has shown that 95% of all developers need the incentive of making money over their heads or their product will fail.
33c6c8 No.15802230
>>15802221
Which is also a fallacy because have you seen how many kickstarters walk away without giving you jack shit? Or how about Patreon? How much is Yandev making, again?
e791cf No.15802236
>>15802230
>Which is also a fallacy
That's not a fallacy. It looks like you agree with him and you're just illiterate.
53bcae No.15802293
>>15802212
I think the whole problem comes from lack of transparency, this is why i make a progress report every week, the more silent a dev is the more suspicious it becomes and for a good reason.
4c1d50 No.15802348
>>15802154
your a huge faggot for making a patreon in the first place, if you cant support your own lifestyle of making games for a living then DONT DO IT!
you cant expect faggots to pay for everything and even then you wont need money unless you fell for some meme like super detailed graphics, open world or voice acting. all good games are made with LOVE! not greed!
07dcf2 No.15802351
>>15792748
A sprinkle of randomness. High randomness is just shit. But if you have enemy placement that is mostly well-tested presets and just a couple spots where a rando can appear (or the other way around: you do a random deletion of one in a group), that's good. Some strange random noises that are super rare, and when they happen, it's fifty-fifty whether it's a random additional enemy or absolutely nothing. Enemy corpses that don't vanish and there's a chance of 1/1000 that they get up again.
Something that is not a problem specific to horror games, but it's extra bad in that genre, is that seeing the same scripted sequences several times really pulls you out of the experience, it shows the strings on the puppets, so to speak. So, for any sort of dialogue, I'd like to have multiple recordings of equivalent, but not exactly identical text, and have very subtly randomized pitch, speed, loudness, random coughs, on top of that, and a little bit of random camera jitter in cut scenes, and a few random eye movements. So it would not feel like a recording.
397f62 No.15802381
>>15799105
Thank you. I drew the little corner ornaments, the rest of the interface consists of differently colored rectangles that I generate on the fly. The event system is written from scratch, yes.
28e3ad No.15802404
>>15802212
Paying to have a game developed is more ethical than paying for one that already exists. If it's done, it doesn't cost anything to distribute because it's digital. Development takes effort, distribution doesn't. It's fine to pay for a physical copy but only to offset the cost of making it.
e791cf No.15802412
>>15802404
>paying for something that exists is less ethical than paying for something that will probably never exist
Imagine being on this many levels of libtard.
ee9285 No.15802436
>>15802154
You're an idiot for quitting your jobs and not having any kind of funding or even marketing because you are so far up your ass thinking your game will make you millions when it comes out. Fact of the matter is that its been a year and you are still a penniless no gameplay indiedev scrub. Another year is gonna fly faster and you wont have any more bux saved up to live off of. Take the "moralfag 8chan aggydagger" stick out of your ass and start patreoning/marketing/gathering a fanbase. Your game is literally your job now and you make $0/hr.
f6ad43 No.15802440
>>15793492
>anon narrowly escapes the 40 lbs. box of rape
>>15798876
well you see my friend all you have to do is read the MSDN article on google and install this program called teamviewer and give me your IP address so I can scan your computer for viruses and for just $599 I can make sure your microsoft xp is virus-free.
e791cf No.15802443
>>15802436
The good news is that being jobless has given him plenty of time to defend his game online and spam us with non-existent progress.
ee9285 No.15802491
>>15802443
Most annoying part is he believes he has nothing to show yet he has demos and a giant blog post thread on /agdg/. He's willfully ignorant because he is lazy and doesnt want to deal with marketing. Already ate away a year off his life.
53bcae No.15802541
>>15802491
It is not enough yet, by the next demoday we might have something.
>>15802443
I have to take some of the time off, my hand hurts after modeling for hours nonstop
ee9285 No.15802613
>>15802541
Stop making bs excuses.
d52715 No.15802642
>>15802212
>trying to earn some shekels for doing what I'd be doing anyways hasn't crossed my mind.
Well, yeah, that's how capitalism works.
Make something people will like, and people will trade you money for the thing you've made.
It can be the same thing with "future development", if people want to help fund you so you can focus full time on development, and see it as a valuable trade; then that's fine too.
The dwarf fortress devs are a good example of this, and yandrefaggot is a bad example of this.
It can obviously be done correctly, and it can be done incorrectly; as one is a trade with a person who loves working on their game, and one is a trade with a developer who is milking their audience (not developing the game, bad programmer, bad person, etc).
>>15802404
I see where you're coming from… though you should frame it better.
In terms of a game that will be released with a price for access, then it makes more sense to pay for a game already finished, because you're paying for future development and you're paying for an already playable product.
If the game will never be released with a price, and is in constant development; then it makes more sense to fund development, and to get a playable product with that.
The latter is more ethical, but the former is acceptable too.
As, anyone with a shred of intelligence doesn't work for free (even open source devs and so on aren't doing it for free, it helps their developer reputation, their ability to find higher paying work, and so on), and furthermore nothing is free in this existence.
>>15802541
Don't pay attention, they're baiting nodevs
e791cf No.15802649
>>15802642
>baiting nodevs
Is someone a dev if they go homeless before they release anything? Asking for the farming sim autist.
33c6c8 No.15802669
>>15802404
>it's more ethical to pay for the promise and idea of something than for something that actually exists
I'm convinced that the only people who push this idea have no confidence in their end product. It's like Early Access - you give them the vague taste of something that could be good, and promise that any features one would want to see will be included later. Look at Fallout 76 and realize how many thousands of Redditors legitimately defended the game's Beta because "it's just a beta lol, they'll fix it", despite the beta being less than a month from launch.
No, it's not more ethical to pay for a project in development. There are only two acceptable answers. One, paying for a finished product. You pay for it, you have it. Two, paying to make a product. You pay for a product, they make it for you and you have it. You could vaguely argue that Patreon and Kickstarter are like that, but the difference is that in the real world, if you pay for a product's development and are given shit, you can sue the kikes for every shekel they have. Can't do that with Kickstarter and Patreon, no liability.
d52715 No.15802759
>>15802642
>anyone with a shred of intelligence doesn't work for free
To clarify, "working for free" means they're just doing it bcs of emotions (e.x. "I'm such a good person for doing this", etc) without being self-aware of why they're doing it.
That is, without looking at its real value to them, and determining if it's a worthwhile investment.
Basically, being self-aware of the value gained from something is really important.
Obviously, you can guide this with your principles/morales/values, and so on; though again, self-awareness is necessary here.
>>15802649
You do have good points on the necessity of marketing, and having a plan to sustain themselves.
Though, you're wording it poorly, and seem angsty/angry so I'm doubtful you could engage in a meaningful conversion.
Not worth investing my time to engage in a conversion with such a low-tier person, basically.
e791cf No.15802813
>>15802759
>Not worth investing my time to engage in a conversion with such a low-tier person, basically.
You must spend a lot of time watching adult cartoons to have a vocabulary like that.
4c1d50 No.15802841
>tfw thinking about the story in my game and the dialogue
>realize ive never interacted with another human for more than a minute
any tips on dialogue? its all gonna be text based with no voice acting anyway. how do i even have characters converse when i have never had a conversation myself?
319c26 No.15802879
>>15802841
Silent protagonist m8.
8d844c No.15802885
>>15802404
It's more ethical in the same sense that giving your money to niggers in africa is more ethical; it causes more harm than than good but makes you feel better about yourself.
53bcae No.15802889
>>15802841
Play some text based games, like a visual novel or maybe read a book
770235 No.15803041
>>15802841
Read books with a lot of dialog, watch dialog heavy movies, get out of your house and talk with people. After you read and watch the content, analyze it and try to figure out how the author and screenwriter does what they do.
28e3ad No.15803263
>>15802412
The conventional business model is obviously not working with how horrible modern studio games are. Crowdfunding is an answer to that. It gives creators freedom to make a good game because they don't have to worry about losing money in the end.
>>15802642
>anyone with a shred of intelligence doesn't work for free
Depends on your definition of "free". Using that logic, altruism can't exist.
>>15802669
>You could vaguely argue that Patreon and Kickstarter are like that, but the difference is that in the real world, if you pay for a product's development and are given shit, you can sue the kikes for every shekel they have.
If you've worked in software, you'd know this is wrong. It's common when outsourcing something to get a product that's intentionally poor. You'd give them detailed instructions on what to make, they don't deliver. They include bugs and when you ask them to fix them, they say that you're asking for additional features and charge you. They come back and say that the project is "too hard" or that they don't know how to do it. Of course, they won't give you a refund. They'll say you're hallucinating about having a feature included that you both agreed on. When you point to the contract, they speak an alternative form of English. They'll refuse phone calls or just close the company and start another one. They're often in foreign countries. Think you can fix it yourself? They'll give you spaghetti so that you depend on them. They'll hold your own source code hostage. You have to pry it out of them and often times you'll never get it, just a binary copy.
How often do you take someone to court? Lawyers are expensive. It's unlikely that what you gain is going to offset any legal fees. People often threaten to sue each other when the feel entitled but they can't really back it up. In the real world, people lose out and have to cut their losses. Not everyone gets what they're entitled to. This goes for every industry. If you do someone's plumbing and they don't pay you, you're screwed. You can't get your money back by force, you'll end up in jail. There's nothing you can do, it's a part of living in this kind of economic system. That's why reviews exist, they'll warn you if you're getting ripped off.
>>15802841
Make all your characters as socially untrained as you are.
09ff98 No.15803447
>>15802669
The problem is as you described, that selling "potential" and "promise" gets the funder bux rolling in, rather than an effective and well laid our planned project with hard milestones detailing what is to be accomplished on schedule along with scrupulous accounting for every step of the process.
While less hype generating as the current models, I've long thought that a funding platform that worked like this in steps, where projects are rewarded funding incrementally in exchange for hitting incremental development goals.
The one thing crowdfunding doesn't address that private funding does is ownership. If you privately fund a videogame project, no you can't sue if the people you pay fail to deliver, but you have ownership over everything they've produced and possibly the IP itself. Funding the creation of intellectual properties without gaining any percentage of ownership is probably the biggest scam of crowdfunding.
d52715 No.15803550
>>15803263
>Using that logic, altruism can't exist.
With that original logic altruism can exist in some capacity.
However, the intelligence and "goodness" for such as act is questionable.
As, intelligence in an act always considers the self, i.e. having self-awareness about the consequences and impacts of such an act, and for a bigger decision it considers a wider context (family, friends, in-group, nation, etc); which are all selfish considerations as those all impact you.
Thus, any intelligent act (self-aware act) is always selfish in some regard; as you consider yourself.
Thus, an act that's absolutely altruistic cannot be intelligent, as it lacks self-awareness.
However, that doesn't mean an act done out of sheer habit, and done through a conformance to one's own subconscious principles can't be good; it just means it's not self-aware/intelligent in this context.
From this logic, an absolutely altruistic act is the only occurrence of true altruism without other motivations, but is also an act that lacks self-awareness.
Such an act is a result of how you've programmed your subconscious, and speaks volumes on the content and quality of your character; at it's deepest levels.
Although, an absolutely altruistic act can be morally good and it can also be morally bad. That depends on the content of your character, and the context of the decision.
For example, this is why charitable acts can be seen as a narcissistic act of self-praise, as people subconsciously want to feel better about themselves, and are not doing it for the right reasons.
The same can be said about virtue signaling, and other such acts; where their real intentions (social manipulation) are masked behind a false sense of altruism.
I clarify here >>15802759 in terms of my definition of free.
As my original post was contradictory if taken for face value (i.e. working for free & "nothing is free").
Also, my thought process in that post isn't applying to a generic context, but in the context of long-term time investments such as software development and game development.
In terms of a long-term time investment like game/software development there are always reasons for why one acts.
Not acknowledging those reasons, and not investigating why you do it; is unintelligent, and can lead to more self-aware people exploiting you.
I.e. a lack of self-awareness for why one acts in a long-term context, is unintelligent.
The reason being, is there's always some utility you're looking to maximize, or some value you get out of it.
In essence, you should look to maximize the value you get out of it, or the utility while doing it.
Or, at least formalize it in your mind, and apply it during your long-term time investment; which will also be reflected in your subconscious acts as stated above.
b8d3e2 No.15803627
Project Aeyther's artist is a shitskin who shills on reddit, after receiving his shekels he disappeared forever
>Personally I don't care for any race or culture, I feel that ethnonationalism will fade away with globalism and eventually (several hundered years) we won't be thinking of things in terms of race.
>Genes don't work that simply though, if you want to get rid of "bad genes" you need full scale sterilisation of carriers, and in doing so would probably lose plenty of useful genes along the way. Eugenics doesn't work.
>Well if Europe does devolve into nationalism we can just get another historic reminder of how shitty an ideology it is.
>There are no such thing as white countries, no european country obstructs citizenship on the basis of race.
>There are 19million muslims in Europe, many have lived there for generations. European nations are neither white nor christian nations.
>Culture and Race are not inherently linked. To say so is racist. If a black person is born in England they are just as English as anyone else.
>Your culture doesn't actually run through your blood as magical as that sounds. At the end of the day culture doesn't matter and it is just another thing holding us back from a post racial society.
>There is no reason to have ethnic pride unless you are racist.
>I'm Indian, (go ahead and try to search through my post history), and am strongly against the idea of "cultural appropriation", culture should be shared and eventually homogenised.
<I'm Indian
>It's a shitskin who wants to abolish race
thanks jews
be1f82 No.15803642
>>15802404
>Development takes effort, distribution doesn't.
You got it backwards be it for indie or AAA. Companies spend more money and effort on distribution than development. Indiedevs have more burden on both fronts but exposure is more important and needing of effort than putting in effort to their actual game.
>>15802642
>ad hominem
You have nothing to gain by keeping a man down and not seeing him succeed. Farmdev is doing himself a humongous disservice. I've told him a couple times to start a Patreon so he can continue his gamedev life cycle but he refuses. Last time he said he would do something last demoday. We're trying to pull his head out of his ass. Go be a faggot somewhere else.
53bcae No.15803656
>>15803642
I did make a patreon, but i got shadowbanned on twitter and don`t have any other social media to advertise it on, my Gab and Minds accounts are tiny.
b8d3e2 No.15803687
>>15803656
>I'm not going to advertise my game because I don't have an audience
goy, I…
53bcae No.15803694
>>15803687
Not what i meant, right now i don`t have any reach, i put my weekly reports on gab and minds, but they are platforms for politics, also my plan to build a community using the faerie demo i put on Steam failed
If you have any suggestions other than reddit I am open.
ee9285 No.15803695
>>15803656
Make a new account then dumbass. You always start out tiny. Add some autism.
cc2d6e No.15803697
>>15803627
I'm very skeptical of D&C(1) posters who make claims about "[insert x eceleb] as a sekrit Mossad agent" without archives. Even then, it's unreasonable to attack the dev for being cooperative with a team member who opposes your views. Might as well complain about everyone who does game development.
Don't let your imagine run wild to hinder others, use it to improve yourself.
cc2d6e No.15803698
>>15803656
Send your game to youtubers or streamers who are dry on content.
b8d3e2 No.15803699
>>15803694
Make condensed videos of your development process like Yandere-dev did
Set aside some money to pay some (((journalists))) to generate attention
Get your game to a playable state, kill someone famous, use the next 20 years of free rent to save money from your now-famous game don't do that
Go put some posters up at colleges or talk to random people
If you're doing nothing, you're guaranteeing your failure
f66ed5 No.15803701
>>15803656
What got you shadowbanned?
53bcae No.15803724
>>15803698
Ok i promise right now, i will send the next demo to all youtubers i can find.that are not too cringy
>>15803701
No idea, i have been a good boy!
I was a very active Gamergate shitposter
>>15803699
I would prefer shitting on journos and have them paint me as public enemy #1 than bend to them
>Get your game to a playable state
This is why i want to dev a bit more before shilling it
We are working every day on the game, but most stuff takes more time than we expect at first
8e5876 No.15803734
>>15803627
This, honestly.
be1f82 No.15803930
>>15803656
Then that's your fault for being a dummy with your gamedev twitter account. Again with excuses though. Make another account and start from scratch. Nobody starts with any followers. I still have only 23 followers on twitter but it slowly grows. You want advice? Make an account on itch.io and throw your game on it. You'll get decent exposure as a new game for a few days. Do the same on indiedb. Even shill on reddit. If you want your game to grow, you are gonna have to bite the bullet and realize that you will gather people from sites you don't like (like reddit), even if you shill only on sites you like. Make a thread on /r/patreon and /r/gamedev. I don't browse reddit but I've learned that some communities are supremely more cancerous than others. I got called out a pedo on a couple and my thread did kinda poorly. On some others it did very well and I got several new patrons. Just throw yourself out there. Don't wait for "progress".
d52715 No.15803937
>>15803642
>We're trying to pull his head out of his ass.
As said in my previous post, I agree with the sentiment, but not how it was stated.
b8d3e2 No.15804000
>>15803937
>As said in my previous post, I agree with the sentiment, but not how it was stated.
That makes you a bitch then, bitch.
d52715 No.15804234
>>15804000 (checked)
Lmao, nice
3a2fc3 No.15804422
>>15798541
as a fellow blueprint programmer this hurts my soul more than you could ever imagine
3a2fc3 No.15804441
pitching in with some clean renewable energy
i may or may not have overblown the polycount a bit (each panel array is around 1.6k tris but has LOD steps because i'm not totally retarded)
but players aren't expected to be able to build more than 20 or so of these before they hit the maximum power cap for their base
05f874 No.15804552
>>15792976
not enough anime girls, what are you making?
4c1d50 No.15804976
>>15803263
i guess having all the characters be some social spergs would add to the horror of the game
f26cff No.15805073
Years makes huge differences in a game dev vision :) 2011 to 2018
4c1d50 No.15805087
>>15805073
>thought the image was just some parody
>its real
has the guy even made a game? the 2011 one looks far better, reminds me of this guy and other hack artists
ba2810 No.15805104
>>15805087
They paid money to go to a school where they force your artstyle to fit Korean animation guidelines.
d695ea No.15805136
>>15805087
As somebody who's learning to draw and struggling just to make basic stickman shit, this hurts me. Literally throwing talent away.
0e2097 No.15805137
>>15805087
is that the moon over june artist?
5da60a No.15805145
>>15805073
>>15805087
If you look carefully
The first image is the improved one
Based on clues found in the text about removing tutorial text, timers etc
God dammit anon get your shit together
dc35e8 No.15805147
>>15805073
>>15805087
Y-you guys do realize that the left one is the better one according to the guy, right?
dc35e8 No.15805155
Probably won't affect any of us, but I still think it's an interesting development. What do you guys think?
>inb4 Valve just "takes" money away that's yours and other retarded ideas
50c133 No.15805161
>UNet deprecated
is there a starting point to networking in C#?
63222e No.15805197
>>15805161
>UNet deprecated
That festering pile of shit was deprecated the moment it came out. Nothing good came of it besides unity jewing virtually everyone gullible enough to think it might be usable.
4c1d50 No.15805233
>>15805145
who puts their before and after like that?
>>15805147
the guy also shills for some LGBTQP game on his twitter for the past year
>>15805155
keeps the white man down, if they are doing this for high budget games then they should also do something for low or no budget games then increase the ratio back to 70/30 once you reach like 10k
b7a623 No.15805258
>>15805155
That's completely assbackwards. What the fuck is Valve smoking?
dc35e8 No.15805362
>>15805233
>who puts their before and after like that?
Retards, I suppose.
>the guy also shills for some LGBTQP game on his twitter for the past year
Not surprised tbh.
>>15805258
You're looking at it from the perspective of a small dev. Try looking at it from the perspective of a big dev/publisher. Thing is, those are potential future competitors. A company that makes < $10.000.000 with their game(s), won't be building their own digital distribution network. They literally can't afford it.
If you're a big player that's handling big franchises, you're not only tempted, but also in the position to, build your own platform (as some are already doing).
What I think Valve did is reduce their income from those devs by 33%, in order to make it less attractive for them to build their own platforms. They reduced the amount of extra profits a competitor could make when switching to their own platform by 10% and made it riskier, because they're now harder to undercut.>who puts their before and after like that?
cb90d6 No.15805371
Working on the last boss now, i'm not sure what its meant to be
c0e0cc No.15805372
>>15805155
more incentive to go for quality work rather than spamming submissions or staying small. I'm all for it.
cb90d6 No.15805381
>>15805155
as a soon to be dev with a game on steam i really wish they had competition 30% is far to much,
these new ratios are clearly their to entice AAA companies to stop making their own shitty programs
9a9f0c No.15805386
>>15805371
Nigger why is the final boss a rabbit?
3ac5e9 No.15805387
>>15805372
No, it's more incentive to create more bland, mass marketed dogshit. What do you think it is that sells these days? Also, "staying small" is the best possible thing that a developer could do these days, because all AAA titles are these days is bloated budgets and propaganda. The moment anything that isn't a walking sim and leftist propaganda gets big enough to catch the eye of "journalists" there will be a torrent of articles where the harpies screech about how it's x-ist and that it's a terrible game that you shouldn't buy. Why the fuck would you ever want any small or medium sized developer to go big these days? If they start hiring, all they will find are trannies and SJWs looking to subvert their work.
dc35e8 No.15805407
>>15805387
>The moment anything that isn't a walking sim and leftist propaganda gets big enough to catch the eye of "journalists" there will be a torrent of articles where the harpies screech about how it's x-ist and that it's a terrible game that you shouldn't buy.
Yeah, and what happens after that, Anon? One of two things.
You either cave and disappoint your consumer base, create an outrage and become example #738401 of "Get woke, go broke." Or you stand y our ground, create an outrage and get propelled to sales numbers you couldn't even have dreamed of before.
I've paid close attention over the last few years and this held true reliably. The fact of the matter is that the journos and the clique(s) are a minority of unimaginably insufferable faggots. No one likes them. Fuck, with how often they eat their own, it's clear they don't even like each other all that much.
In the past it worked, but nowadays it seems that them crying about a game doesn't hurt its sales any more, than them praising one of their fuckbuddies' ones helps its. It seems they overplayed their hand and now a sufficient number of people don't care about them.
c27f7e No.15805608
Could you recommend me some 2D graphic libraries for Java?
c33573 No.15805675
>>15805371
make it a bone"dragon"
92c439 No.15805686
>>15805608
I liked libGDX, but it's a whole vidya framework. I think it uses LWJGL for 2d drawing.
8f103a No.15805733
>>15805073
> game fear
Is that an "indie" way of saying "anxiety"? And how the fuck else should you show a time limit?
53bcae No.15805776
>>15805733
You can`t have time limits anon, how would the game journos complete the level otherwise?
8d844c No.15805892
>>15805073
>a good mechanic doesn't require a tutoria, the player will figure it out
Depends how much of a casual your target audience is. No, most people don't need to be told to use arrow keys to move, and most players will try several common keys to find the jump button. The word "good mechanic" doesn't make any sense, if you have a mechanic that's unique to your game, players aren't likely to figure it out no matter how "good" it is. Besides usually you do need a tutorial. The key being above you with no platforms nearby is technically a tutorial, a tutorial teaching you that you can somehow increase your reach in this game. But a mechanic that might be more "good" than jumping might be something more creative, something that isn't in 80% of all videogames ever made. What if the central game mechanic in this game was to extend a stick under you to raise your altitude, and then make it tip over to hit things? You might want to include a hint or a key prompt for that if it isn't super obvious how exactly it works.
>the current level name or number doesn't make any difference for the player
Having the level name visible can add a certain flavor and add to what kind of thoughts you associate with the level or how it makes you feel. It could ease your pain if the level is frustrating but the level name acknowledges it, that makes you feel better about struggling and less likely to give up since you know you're expected to struggle in that level. It can also be used to give a hint about what to do, see VVVVVV. Level number can be useful in a level selection window, or to show how far you are when loading a save, you could even do something esoteric like skipping a number to hint that you missed a secret. This is another example of some idiot trying to generalize and find an one-size-fits-all solution and tell everyone else to use his one-size-fits-all solution. The fact that this kind of retards are trying to teach other people is the most offensive thing about that image.
>less crowded UI makes the player enjoy playing longer time
This makes no sense whatsoever. It does affect how the game feels, but again, there's no one answer to how/when you should show the UI. In some cases showing less can make the game feel more empty and boring and dilute the objective. Typically hiding it is better if you want to focus on atmosphere and story rather than gameplay, but even that is a bit too much of a generalization.
>3d not always good. 2d can be amazing.
<faggot whose first videogame was Halo 3 learns about existence of 2D graphics
>clock, timer or countdown, it just distracts the player and add extra layer of game-fear
The fuck is he talking about? Whether you should have one or not depends on whether it's a mechanic in your game or if it's relevant to see it. Stop projecting your anxiety disorder or whatever other mental illness into videogames and acting like it's game design.
>color contrast is essential, makes 4k image readable in a single look
Wow who knew that proper art direction can make things better? Also shitting out buzzwords like "4k" in a context where it isn't relevant doesn't make you more hip.
f978bc No.15805952
>>15805776
Hey cuppy, nice caddy.
53bcae No.15805966
>>15805952
I miss old cartoon network
4c1d50 No.15806013
>>15805966
>create a channel specifically for cartoons called CARTOON network and broadcast cartoons for a decade
>out of nowhere cancel all your cartoon shows and start doing live action shit with the same guy for every show
What were they thinking?
9a9f0c No.15806028
4c5ea6 No.15806102
>>15806028
i don't doubt it but can you elaborate please?
65c0f6 No.15806836
First time making an FPS game, or any game with a "weapons" system. Currently setting up a base class for the weapons for the player controller to interact with the current weapon on hand. I want to make sure I'm doing this right
>PlayerController
>Has a state machine
>State machine defaults to PlayerDefaultState
>Weapon base class includes separate functions for handling Mouse Button Down, and Mouse Button Release
>PlayerDefaultState checks which mouse event was triggered, and runs the corresponding function for the weapon base class
I just want to avoid poo-in-loo tier coding.
09ff98 No.15806921
So I'm thinking about dipping my toes in the asset creation pool and I'm looking at learning blender. Is anyone using the 2.8 beta over 2.7? The learning material is a couple years old, so obviously in 2.7, but 2.8 seems to change things in some significant ways and I'm left wondering if I should just dive in with it since I'm new.
770235 No.15807132
>>15806921
Would you rather learn one UI only to learn a new UI later (2.7 before 2.8) or learn using tutorials that don't match up with the UI (2.8 first)?
4c1d50 No.15807169
YouTube embed. Click thumbnail to play.
>>15806921
>blender
all you need to know are the CTRL+ button and SHIFT+button commands
if you want to learn the basics just watch a cup tutorial, anything else like cutting holes can be easily searched too,everything works the same in each version so something in 2.7 or below should work in 2.8
from what i can see in 2.8 the layout and features seem mostly the same with improvements here and there but you would probably need to wait a bit for tutorials on the new features implemented in 2.8
this tutorial will go over all the basics you need to start
d52715 No.15807220
>>15806836
If you plan on supporting other types of input controllers/modes (xbox controller, ps controller, kb+mouse, etc) then you're going to want to make input querying more generic.
There's a few approaches you could take, but the basis of it is: make the input function/property generic, or in otherwords the same even if you're using a kb+mouse or if you're using an xbox controller.
If it's a singleplayer game you can have a singleton. If there's multiple characters controller by input then you need to use a component.
So, you could have a property accessed from a singleton, like: hasFireKeyHold = InputSingleton.GetFireKeyHold;
This would query input from the connected controllers (xbox controller, kb/mouse), and would be generic enough to make it easy to expand for different controllers and re-use across different components that need input.
ce2180 No.15808423
>>15805073
>>15805892
>"a good mechanic doesn't require a tutorial, the player will figure it out"
People parrot this all the time because it's an ideal, but don't understand that ideal's limitations. They most likely watched Egoraptor's video about it and felt smart, and then never bothered to think about it any further. While that video was mostly correct, it doesn't take more complex games like MMOs or RTSs into account. It's possible that you COULD teach all of the mechanics of those genres through intuitive interface and level design, but even if you did, it would take far, far longer than just explaining it.
As he himself acknowledged, the goal is to avoid wasting the player's time and mental energy. If it would take a comparatively exhausting amount of time to teach a mechanic through design, then it makes sense to explain it. Just because teaching through design feels good and is usually the correct answer, it doesn't mean that it always will be. When it isn't the answer, it doesn't mean that the mechanic is bad. It would be more accurate to say "If a mechanic can be more effectively or enjoyably taught through design than dialogue, do it," which would be analogous to cinema's "Show, don't tell." It's a reminder to keep the focus on the primary draw of the medium. It's almost always a good ideal to follow, but if movies were literally never supposed to tell, then none of them would have any dialogue.
cf0b64 No.15809102
>tfw you make one part of your code 30x faster and another one 5x faster
fadd54 No.15809113
I JUST LEARNED THAT IN C# YOU CAN USE REF IN A CONSTRUCTOR
fadd54 No.15809117
>>15806836
Use events instead.
>public event EventHandler<TEventArgs> MouseDown { get; set; }
933e4f No.15809145
>>15806013
Is that egoraptor?
8e8998 No.15809665
If you let a player retry a battle, should you restore all of their resources, stats, and prior experience? Or make them suffer more for their failure to win on the first try.
7ed107 No.15809698
>>15809145
No. That guy has a chin.
c5ef12 No.15809785
>>15809698
So does Egoraptor, like 5 of them even.
7ed107 No.15809866
>>15809785
Egoraptor has neck folds. That guy has an actual chin.
>>15809665
If the player needs to retry, they weren't capable of beating it with those resources the first time. I would restore everything to the state it was before the battle began.
688645 No.15809883
Is it worth to learn to work with Godot?
It seems very confusing.
8e8998 No.15809930
>>15809883
It's not worth it to me because godot is shit, but it might be worth it to you
688645 No.15809933
>>15809930
Any alternative?
8e8998 No.15809941
>>15809933
Use whatever engine you want. If you're a beginner, it's not going to make or break whatever it is you're trying to do.
15d472 No.15809986
>>15802841
That may work to your advantage, anon. They could all be strangely abstract characters like with Twin Peaks.
4c1d50 No.15810316
any software for making free sound effects or music? could they even tell if i pirated software and used it to make audio?
24d8b1 No.15810415
>>15810316
Just take some stock sound effects and mix and match them in audacity with some midi files and ambient noise samples
bf94ef No.15810424
>>15810316
>free sound effects
https://www.bfxr.net/
>music
For very basic music:
https://boscaceoil.net/
Slightly more advanced:
https://lmms.io/
Start off by taking music from "obscure" not AAA games and working from there.
4c1d50 No.15810716
anyone have any tips on 3D modelling the human body? havent done much modelling work with characters before
8869a5 No.15810742
>>15810316
Making sound effects usually just involves layering sound effects to get what you want. Audacity is fine for this.
freesound.org has lots of sounds with varying license option (filter for Creative Commons to get free stuff).
>>15810716
http://wiki.polycount.com/wiki/BaseMesh
53bcae No.15811335
>>15802217
you are legitimizing Patreon and don't even know. If the rich faggots wants to pay the jackasses who make Patreons, that's exactly what you described art to be
>>15802443
>>15802649
>>15802813
>bitterjelly nodev that can't even make tv apps attempts to give life advice
fadd54 No.15811719
>>15810316
>>15810742
>Not taking a laptop innawoods and making your own foley effects
fadd54 No.15812305
Took a little break from my game to work on Super Metroid romhacking. I've been playing around with it for the last week or two and learning a lot. I wrote a C# thing to convert between PC hex addresses and SNES rom banks, as well as being able to poke at whatever bytes I want to.
There's a ton of resources available, and my next little project is a GUI that lets me tweak the game's physics
f03055 No.15813263
>>15811335
>If the rich faggots wants to pay the jackasses who make Patreons, that's exactly what you described art to be
I didn't say paying one pathetic bastard was a good thing, but it has been around a while in some form. Now it's just a bunch of middle class retards paying a pathetic bastard to produce whatever he feels like.
53bcae No.15813375
>>15810716
The topology should mimic the muscles, try make keep all faces have exactly 4 vertices, they deform better this way, don't use triangles unless you know what you are doing.
53bcae No.15813387
>>15811335
holy fuck the issue had died already and you had to start this shit again
8e8998 No.15814188
>Backed at a buck. Will gladly back at more if there's a switch version I can back in the campaign.
>Hi! Looks awesome, i backed at a dollar and will back more if you commit to switch.
>Just backed $1. Fantastic game, and I’ll immediately up my pledge for the Switch if it becomes available.
>+1 for switch. throwing in a dollar for now in hopes of a console update.
Are people redditers actually pledging a dollar to beg for a switch port?
494e39 No.15814207
>>15814188
Yes. If you haven't noticed yet, redditors are suckers. Genuine losers.
8e8998 No.15814221
>>15814207
>preorder something
>preorder something that doesn't exist
>preorder something that doesn't exist that you won't even own because you didn't pledge enough
>preorder something that doesn't exist that you won't even own because you didn't pledge enough but it's okay because you only use a phone and console and don't have a PC anyway
goddamn
d52715 No.15814234
>>15814188
Common redditard behavior
From what I've seen they're generally idealistic to point of naivety.
Also, in the same vein, "a fool and their money will be soon parted" holds true for a lot of em.
they're the faggots who fell for no GOY's sky enmasse, what do u expect?
24188d No.15814353
I'm trying to figure out networking in Godot.
Can anyone tell me why my clients would be getting random fuckhuge numbers for network IDs instead of starting at 2 and incrementing by 1, like the documentation said they would?
8869a5 No.15814399
>>15814353
I don't think there's any guarantee that a client's unique ID is assigned in a incremental order.
https://docs.godotengine.org/en/latest/tutorials/networking/high_level_multiplayer.html#mid-level-abstraction
>The above signals are called on every peer connected to the server (including on the server) when a new peer connects or disconnects. Clients will connect with a unique ID greater than 1, while network peer ID 1 is always the server. Anything below 1 should be handled as invalid. You can retrieve the ID for the local system via SceneTree.get_network_unique_id(). These IDs will be useful mostly for lobby management and should generally be stored as they identify connected peers and thus players. You can also use IDs to send messages only to certain peers.
494e39 No.15814415
>>15814353
Dude, prime numbers :^)
24188d No.15814528
>>15814399
Oh, fuck me, no wonder. I misunderstood the sentence that you highlighted when I read through that page myself, partly because of my expectations coming from GameMaker. Thanks, Anon.
2f3974 No.15815226
>>15806836
>wants avoid poo-in-loo tier coding
You've failed already.
8e8998 No.15815398
>>15806836
>dyed hair
>comb over
>spiked up
>problem glassses
>handlebar mustache
>side of head shaved
do you think this happened gradually, or he was hit by a commie bus?
8869a5 No.15815421
>>15815398
If memory serves right, that creature is from San Francisco, so he was probably born into the poz.
53bcae No.15815872
huuum this might actually work
2b0401 No.15816256
Memes aside, what exactly would stop me from making an MMO, beyond skill and time? If a two bongs could use Java to make RuneScape Classic in the late 90s out of their parents' house, why couldn't I do something similar using a modern engine right now?
2b8a3b No.15816299
>>15816256
you'd very quickly realize that it's not a fun genre and give up
89f042 No.15816428
>>15816256
A lot of people don't know how to do it, so they discourage others since it feels large. A lot of mmos were done with small teams back then. If it's your first game though, then you have to
>>15809883
It's pretty simple to use, but I don't like the lack of 3d support for it. In summary, you use scenes to create and control your assets.
I don't use Godot since none of my rigged models properly import. The dev works very hard on it though and I admire him for it.
89f042 No.15816438
>>15815398
>>15815421
He's not a game dev, it's just a NSA promo of employees who worked during the Obama administration.
53bcae No.15816455
>>15816256
Good luck, this is the last thing I would try my hand at.
If you don't know what you are doing from the get go, the networking and synchronization will be absolute hell.
I bet they knew exactly where they were getting into. Also, take notice how absolute shit the graphics are, I sure hope you are not expecting to make the next AAA MMO, you should probably even go with 2D graphics, not even think about isometric
4c1d50 No.15816527
>>15816256
do people even play MMOs anymore? biggest thing i think you need to do is make it so people are willing to invest into your MMO for the long run, i dont think many people outside of loot hoarding autists play MMOs today, you should give people a reason you play your MMO over some generic fantasy/sci fi grindfest
c5f6a9 No.15816529
>>15815398
>>15806836
>>15816438
Scrolled down the first page and saw this reply. Knew immediately what picture had been posted.
fadd54 No.15816569
>>15816527
I think the key would be to make the world player driven. Give them the tools to do almost anything from the content you provide. Think Minecraft, but more structured.
For example imagine every server has an open field north of the starting town. Maybe someone made a druid grove of trees and flowers here. Perhaps a group of fighters made an inn, or maybe its an open quarry on yet another server
3ba5a8 No.15816579
>>15816299
I have already accepted that this will probably happen.
>>15816428
>If it's your first game though, then you have to
Then I have to what?
>>15816455
I've done basic multiplayer networking, but I'm sure I'll be in over my head. I'm not expecting to achieve anything close to AAA, of course. If I thought I could do that, I would have used WoW as the example, not RuneScape Classic.
>>15816527
>you should give people a reason you play your MMO over some generic fantasy/sci fi grindfest
A single person making a traditional MMO is a losing strategy, no doubt. The only way I can see it working financially or logistically is if it's a game that facilitates players making their own fun, like VR Chat (which isn't a game, but I digress), or just straight up pandering to YouTubers and streamers.
89f042 No.15816611
>>15816579
>Then I have to what?
I fucked up. I meant that you have to start with the basics of networking and game dev.
e917cc No.15816617
>>>/ani/1088
Shilling the thread I just made. But what makes bad 3D animation look bad?
I'm not talking about the really bad examples, but things that look mediocre. I want to avoid those the best I can.
8d844c No.15816637
>>15816256
>>15816579
Consider the way Runescape works. It's technically not real time, rather it's based on a slow tick that causes everything to be synchronized. That probably makes the server code a lot easier since you don't have to worry about adjusting timings or synchronizing players or anything, just send all the things that happened during the tick to every relevant player.
Be careful about muh user generated content meme. It's the same as Minetest, you need to actually give players a good game or you won't get enough players to generate user content. Most of the players will always be players rather than creators, and most creators aren't motivated if there isn't anyone to use their content.
53bcae No.15816709
>>15816569
that could actually work
>>15816579
Whatever you do, don't use any ready-made networking tool unless you know 110% how it works under the hood
If you are going to make your own instead of studying ready made solutions:
**My favorite way to handle this is having classes being messages (you one way or another tie the class to a short, usually reflection).
The class will have a serialize and deserialize method, and a sanity check method. Possibly even a process method (that makes the message do the thing it was sent to do, like activate a skill)**
This avoids the insane switch case that some people do, and also keeps everything related to a message in the same place
The sanity check is for shit like this:
The company I once worked for, had a bug in one of it's MMO that let people make infinite troops while getting infinite resources. It happened because most troops would cost 10-1000x resource, so if you order 214748365 troops to be made, the resource cost overflows, you then make that many troops for the cost of negative resources
The sanity check also helps with the fact that faggots can send messages that the client usually couldn't. either with cheat engine or directly sending the message through the router or something like that, so you shouldn't trust the client for sanity checks
53bcae No.15816716
>>15816709
I don't get why it didn't spoil properly, but I couldn't care enough to delete and repost.
4c1d50 No.15816750
>>15816617
>what makes 3D animation bad
sub 60fps
overtly animated like a rubberhose cartoon for no reason
same things having the same animations despite differing in personality, appearance and or attitude
no weight to animations like you said, a big buff guy should move and interact like a big buff guy, with slow powerful movements that dont flow, and a small female should have faster and more flowing animations with a water like feel to them
no impact to the world surrounding it, if your guy swings a sword at a wall it should hit and bounce back, not phase through it
pretty much dont do anything like in this webm
53bcae No.15816792
Now i need to figure how to UV map this hair properly and texture it
3ba5a8 No.15816797
>>15816617
>Dude okay so like my game will be like Kingdom Hearts and RWBY combined it'll be awesome dude.
Granted it's pre-alpha, I seriously hope he has more in mind for his project than that. The animation's lack of weight is definitely the main culprit, as you guessed. I'm bad at catching these things, and even I can see that, in the run animation for example, the arms don't have enough swing and spring in them, and the legs don't really look like they're pushing off of the ground, nor are they exerting an appropriate amount of force for the character to be moving at that speed. Still, the droning, aimless music annoyed me more than the animation did.
>>15816637
>It's technically not real time, rather it's based on a slow tick that causes everything to be synchronized.
Isn't that technically true of every online game regardless of how long or short that tick is?
>Be careful about muh user generated content meme. It's the same as Minetest, you need to actually give players a good game or you won't get enough players to generate user content.
I know I'll need to give the players a lot of shit to work with by default, so that content generation is even appealing to creators in the first place. Considering that creators are generally seen as trailblazers, they spend a surprising amount of their time and creative energy on creating for already existing popular trends. Focusing the game on the player's ability to amuse themselves and each other is just a way to cut down on the scale that a single person would have to make, which will already be large if it's going to grab creatives.
>>15816709
Thanks, I'll keep this in mind.
>>15816716
What was the point of spoilering it at all?
89f042 No.15816822
Invidious embed. Click thumbnail to play.
>>15816750
Wasn't that mocap or something? I know the stunt team that did it. The telltale games are mocapped as well.
However, you're right. What makes animations look lively is how a character acts within their environment. It needs to follow the 12 principles. Frame rate for non-games doesn't matter if it's under 60 (pixar and dreamworks films are 30fps), the timing and acting does.
4c1d50 No.15816872
speaking of animation, are there any methods of adding physics to the animation? so it doesnt feel so static and samey?
>>15816822
>that was mocap
that kinda explains it, mocap is okay but for things like star wars or more cartoonish games they need to have a bit of animation done by hand to improve it, timesplitters had some pretty good animations all done without mocap
e917cc No.15816873
>>15816797
I think its the same guy who made the RWBY game. The problems from that game carries over to his new one. If these people just read one fucking loomis book, their visuals will improve ten folds in an instant.
53bcae No.15816874
>>15816797
>What was the point of spoilering it at all?
good question
it's a strange habit of mine
4c1d50 No.15816972
>>15816873
i think he should keep the animation, it will do good in a way, people will find the animation either bad or funny then end up sharing it around to show the animation off giving free advertising out on social medias
de7023 No.15816987
>>15816872
Go back to cuckchannel.
4c1d50 No.15817071
>>15816987
>1post by this ID
>its a shitpost
everytime
3ba5a8 No.15817075
>>15817071
Just ignore it and post progress.
c14c89 No.15817078
>>15816987
You respond to perfectly fine post with that?
89f042 No.15817119
>>15816872
>speaking of animation, are there any methods of adding physics to the animation? so it doesnt feel so static and samey?
AAA game dev uses Ik and collsion capsules. Some devs put during rigging process, some place them afterwards in engines like UE4 and Unity. Pic related is from Divinity OS II.
8d844c No.15817155
>>15816797
>Isn't that technically true of every online game regardless of how long or short that tick is?
I meant how you can't see even your own actions until the server sends it back to you. The game doesn't have to care whether the server is responding or fix the character's position or anything if there was a discrepancy, because you won't move until the server says you did.
9ac4dd No.15817275
Hey guys,
I’ve been making music for short films / online videos / TV trailers for a few years. I have all of my work online on my SoundCloud. I have just decided to make all of my existing tracks free to use. So go ahead and use them in any projects you want. :)
It could be used for your actual game, or for your trailers / ads.
In terms of licensing, I would prefer not to do Creative Commons at this point, but if you just message me I’d be happy to send you a sync license free of charge.
Here’s my SoundCloud: https://soundcloud.com/fluxseeds
Most of the tracks should have the Download button enabled. If not, then let me know.
b9276d No.15817825
Does anyone have any experience with design documents? I listed a bunch of ideas as to what I want to include in my game when I make it, but I am lost about organizing them.
954e36 No.15818759
>>15817825
Here you go, Anon.
It's the official GDD of a canceled Saint's Row game for the PSP. You can use it as a template.
823068 No.15818790
>>15818759
So these 4-item list menus that you have to fucking fix with mods come all the way from the design document phase.
c5e481 No.15818794
>>15792748
concentrate on what the player actually does in your game
c5e481 No.15818855
>>15816256
You have to be an EXPERT at databases, to the point where you can and probably are making 6 digits doing only that for a career. They have to be perfectly designed and implemented or bad things will happen, and often. Apart from that once you can manage all the data you have to model all the complex interactions between the data for any of it to be useful. You could look up the source for even text based muds like smaug or MOO or I think even hellMOO lets you look at their code. Even that you'll probably find overwhelming, and large.
70f434 No.15818921
>>15816256
Nothing, really.
Making an MMO is just really disrecommended for all the obvious reasons:
>requires skills that most devs don't have, especially for things like security/anticheat
>everyone who wants to play an MMO already is, and they're invested in it (even if only socially)
>MMO's are quite restricted in what kind of gameplay they can offer due to aforementioned anticheat
>people who want to make MMO's are often doing their first gamedev projects, and MMO's are certainly not what you want to do when you're new at gamedev
And as another anon mentioned, the skill and/or money invested could be used to just fund your life instead.
On top of that, the time is not right to enter the MMO market. Classic WoW is gonna be pushed out next year, and Old School Runescape is doing quite well too.
With those two, what place do you hope to claim for yourself? Even if you only want to make a good game, an MMO needs players to work.
1bc5af No.15820078
started writing a game engine, got a barebones map editor implemented, and currently trying to figure out how to store different types of entities (with different parameters) in the map file
current thought is to have just the basics(coords, type etc) stored and then have everything else loaded from text files and stored into a big ass entitycontainer that holds all the different data structure pointers.
any ideas?
cc2d6e No.15820299
e791cf No.15821182
>>15821139
this is your eighth (8th) progress post on this same model
maybe you should think a little bit harder about what counts as progress
53bcae No.15821246
>>15821182
This is your 19th post and there was no progress on any of it
This is the third post on this character by the way.
b9276d No.15821266
>>15818759
This looks like an excellent resource. Thank you.
e791cf No.15821329
>>15821246
>This is your 19th post and there was no progress on any of it
I don't feel the need to spam people with meaningless updates
>uhuh look I added the basic requirements zone transitions
>uhuh now you can go back and forth
>uhuh now the data is persistently saved
>uhuh I slightly updated the UI size
eb3569 No.15821335
>>15821139
Maybe I'm blind but I can barely see the difference between her face and hair because it's so bright.
53bcae No.15821444
>>15821329
>20 posts of nothing but useless shitpost
>I don't feel the need to spam people with meaningless updates
>>15821335
She is shadeless on blender, should look better once i import to Unity
e791cf No.15821452
>>15821444
>(50)
This isn't my job. You might want to start making plans with the local homeless shelter, by the way.
c9e259 No.15821815
Keep the dream alive you glorious bastards.
33c6c8 No.15821822
>>15821815
If the dream involves optimizing the insides of little girls' shorts, then sure.
8e5876 No.15821865
Any engine or framework worth a shit that works with JS or python? The godot's arrogance to stick with gdshit and the slave fiasco makes me want to move. Also constantly importing stuff is a pain.
8e5876 No.15821877
>>15821865
Also it would help if it work with 3D rendering and models.
a487a3 No.15821929
>>15821865
>clearly outline why they went with gdscript over python in their docs
>lol it's just arrogance
Of all the reasons to shit on Godot many valid, you had to pick one of the stupidest.
8e5876 No.15821996
>>15821929
>>clearly outline why they went with gdscript over python in their docs
And its a retarded reason. There is a whole other set of personal reasons and logical ones why I don't want to pick godot as well, but those are the ones that are off the top of my head.
fadd54 No.15822033
>>15820078
I'm romhacking Super Metroid.
What they do is have the room header be a collection of pointers to other memory addresses in particular banks. So you have a reference to tile data, enemy data, door data, etc.
As for the enemies, the pointer for that resolves to something that's basically a bunch of entries that include enemy type, XY position, and initial speed values, etc
e791cf No.15822052
Why is it obligatory for a farming sim to have a (shitty) combat system? Aside from the hyper-realistic autism simulators. It'd be like if every other stop in Eurotrucks forced you into a barfight.
e791cf No.15822077
>>15822052
I'm trying to think of a fun way to fill the time and gather unique resources without any combat. Ideally something more interesting than fishing. Mines usually have monsters to make it more hazardous (and slightly less boring) but that means combat, again.
f978bc No.15822110
>>15821246
I've made 0 progress.
e791cf No.15822163
>try to take screenshot of game
>hidden in utilities
>doesn't even work
6f5412 No.15822352
>>15821865
You should never want to make a game on python, it's too slow.
e791cf No.15822362
>>15822352
There's a thousand issues with python, but in >current year speed isn't one of them.
33c6c8 No.15822372
>>15822362
Speed is always an issue. Hell, I'd hazard to say it's issue number fucking one, because even the most fun game is unplayable if it's choking on its' own dick. It's this type of attitude that lets lazy devs get away with unacceptably poor optimizations.
e791cf No.15822625
>>15822372
>Speed is always an issue.
I was obviously talking about the programming language's implementation, not the framerate. A python game running at 60 FPS is better than an assembly game running at 5. They're related, but different concepts.
de3628 No.15822641
>>15822033
since the mapfiles are loaded off of the disk and not embedded into the binary blob i think storing pointer offsets in them wouldn't be the best idea, plus i'd still have to load inventory fieds and other NPC parameters from the disk, so ID's seem the least hassle. on a game with less and more 'static' enemies the pointer idea is pretty damn good, but i'm imagining having more chat NPCs and hardcoding them would be a PITA.
the current idea is to make a shitty JRPG clone, thought it would be a nice easy first game(engine) to actually complete instead of just finishing a part of it and getting tired
somehow im still going, been writing it for 4 days with a few parts rewritten twice because i didn't think things through
**wrote a really funky ass tilepicker that you could zoom and it calculates the amount of tiles to show you on each page, but then i loaded actual tiles instead of debug tiles into it and realized that its almost unusable and i should've just taken the easy way out and written it like the map editor, so the tilesheet order remains instead of getting mangled up*
09ff98 No.15822924
>>15822625
Have you tried Panda3d?
e791cf No.15822945
>>15822924
I remember playing toontown just fine on my family's shit PC 14 or 15 years ago
6fc4ac No.15823019
>>15818855
>>15818921
>omg omg don't do it you dumb goys MMOs are for big boy developers only! you'll fail! it's impossible! don't even try, in fact don't even think about it, just forget it!
8d844c No.15823130
>4 day weekend
Time for progress
e791cf No.15823132
>>15823019
Can you name an MMO made by a few goys that wasn't complete dogshit, made exclusively for RPing, or runescape classic?
53bcae No.15823163
>>15822052
No it is not, you can have a comfy farm sim without it, we aren't going to add combat until much later (after release) and it will be optional
We want to make it action based like DMC
e791cf No.15823245
>>15823163
Couldn't you use something classier, like the swasticagdg?
af55b1 No.15824496
got a basic entity system working, it was a bit annoying to implement though.
theres a linked list that gets stuffed with entities of different entity data structures for data not in the generic entity data structure, and then gets typecasted in the entity render function and passed to the correct render function. for simplicity each structure has the basic entity structure in front so it can be just typecasted to it to read universal values.
biggest annoyance was to get everything working together, being able to use the block select tool for entities etc, and now since entities can overlap there needs to be some way of detecting that when picking entities
gameplay never, we editordev now
it's getting a bit painful to manage, 22 different source files totaling in at 3100 LOC, editor being 1k of that.
53bcae No.15824637
>>15823163
>we editordev now
I know that feel
>Gotta make the farming system
>Oh well, I need a inventory
>Gotta start that UI
>Got a window working, where are the items?
>Gotta start working on that XML parsing and moddable shit
>Gotta make that attribute so that I can tell what classes parse what XML tags
It fucking never ends
af55b1 No.15824673
>>15824637
>Gotta start that UI
man i just don't enjoy doing UI at all, i'll just keep telling myself that i'll redo them when other parts are more ready, it works for user input so its not too high priority :^)
a-at least i've got it mostly isolated to a single file so it's actually possible to rewrite it.
65217e No.15824699
>>15794295
>>15794598
What's your voice like and what's your budget?
As an idea, this recording was done on an AT2035, a better version of the AT2020, and my voice is "baritone", medium/low in pitch.
6f5412 No.15824898
>>15824673
>>15824637
Building UI's is one of the worst time sinks. Worst of all is you never know how versatile you'll end up wanting it to be, so there's a real risk of premature over engineering. No wonder distros' UIs have traditionally sucked. Who wants to do a comprehensive one?
217dba No.15824922
>>15818921
>>requires skills that most devs don't have, especially for things like security/anticheat
where can one learn about mmo security/anticheats?
84a0e6 No.15824928
>>15823132
Can you name any MMO that isn't complete dogshit? No, you can't
53bcae No.15824937
>>15824922
>where can one learn about mmo security/anticheats?
There is only one thing you have to do.
THE SERVER IS THE ONLY AUTHORITY
If you make sure to NEVER LET THE CLIENT DECIDE ANYTHING, you will never have to worry about cheating. At best, there will be glitches (like the infinite resource/troops here >>15816709), but those are 100% your fault
This of course, make the game VERY lag-averse, limiting the types of MMOs you can comfortably do
b6e5f3 No.15824945
>>15824637
>XML
Use JSON nigga, JSON!
8869a5 No.15824952
>>15824937
What about stuff like auto-miners and other bot-based activity?
53bcae No.15824973
>>15824952
That's not strictly cheating
Although I understand why it's something bad
8d844c No.15824984
>>15824937
The Runescape method subverts both of those problems. Basically you can't do anything in Runescape, you can only request the server to do something. If the server agrees, it'll then send it back to you which causes that thing to happen. It's also not lag-prone because it's not controlled in realtime; rather than receiving a constant stream of instructions when people move and having to validate whether they're within realistic limits, every movement is a single instruction; "move to X destination". If you're in combat you're probably not sending any instructions at all because combat is automatic.
>>15824952
Even the best MMOs can't counter those properly, so it's best not to even try. Any simple solution can be bypassed so trivially that you'd just be wasting time and computing power.
53bcae No.15824995
>>15824952
>>15824973
To expand on the subject
The way to stop auto-miners and bots is to not make a shit game
For instance. I was the autist making the Wurm bot, why? Because the game is a bunch of loading bars for faggots. It's too much of a advantage to not do so. Everyone non-casual would have some sort of automation, even if it was just some autohotkey macros. It got to the point that I would rather make my own fucking game than keep making a more and more elaborate bot
If you want to make such a fucking autism simulator of a game, make automation a part of the game. When you go offline, you can set your bot to do the stuff, officially. Maybe even code the bot in javascript or some other easy language
That way, the only bots and autominers will be those that outperform yours, because you programmed a shit bot
>>15824984
>The Runescape method subverts both of those problems
Not really, it does exactly what I said you should do, but sets every action on a timer, so that EVERYONE have the same 1 second lag, or whatever is the timer in runescape.
it sets the bar so fucking low, that nobody will "suffer" from lag, because everyone have 1000ms latency
53bcae No.15825012
>>15824995
>Maybe even code the bot in javascript or some other easy language
By that I mean, let the player code their own bot. Most people would just copy paste some super optimal one, but I am sure some autists would have their own super bots
d61d5b No.15825027
>>15824952
You can get rid of these with pattern recognition. Auto-miners/farmers are easy to counter, just have a program start "profiling" people who are too long in one area and log their movement. If a movement is repeating vector perfectly you can assume they're botting as no human player can possibly move to or clicks the exact same spot over and over again.
Also Try to look for very linear A* like movement, as bots don't move as spontaneously as humans.
And finally to identify quest-botting with a program there needs to be more than one player using the same bot, start profiling if there is a large amount of players doing the same quests in the same row. If many players are doing the same quests in the same row in the same time with the same movements, it's probably a quest-bot. To make sure, just write a message to a player if your program starts seeing patterns in said player and ask something a bot couldn't possibly answer.
0c0912 No.15825041
>>15824952
Store input and parse it for bot based activity. Make the gameplay so that it doesn't reward using a bot. Tell tale signs of a bot are that they don't communicate, that they're splinter skilled, and that they don't take breaks. Gameplay things you can do are to have complex interaction with the environment and make resources guarded by high level enemies.
8d844c No.15825044
>>15824995
What?
The server has to validate everything anyway or else you'll immediately have people flying at light speed and killing everyone in 5 mile radius. You basically HAVE to do it whether you want to or not. This doesn't have any effect on "lag" though since it happens on server-side. The only thing that affects latency is how much data is being transferred, unless you get to the point where processing the instruction is causing latency, at which point your entire server is going to escalate into a complete freeze.
>it sets the bar so fucking low
We're talking about an indie dev making an MMO. The reason indies don't make MMOs is because nobody can imagine an MMO if it isn't on the scale and complexity of fucking WoW, which is the same reason that all MMOs in the market are exactly like WoW. Stop thinking about WoW, in fact whatever fucking MMO you're thinking of, forget it. The only MMO you're allowed to think about is Realm of The Mad God.
53bcae No.15825048
>>15825027
>>15825041
Believing you can detect all bots is like believing you can stop piracy.
Make so that there is no need to bot or making bots part of the game are the only two ways to "stop" bots
217dba No.15825053
>>15824995
>but sets every action on a timer, so that EVERYONE have the same 1 second lag
but considering then the security benefit of having everything done server side was there a better alternative to "deal" with the lag?
53bcae No.15825072
>>15825044
Re-read my posts
I agree that making the server the only authority will make the game uncheatable
I state that, things like 'where you aimed a shot', will be more lag averse if done server-side only, which is why some games let the client decide if a shot hit or not and where.
>>15825053
>was there a better alternative to "deal" with the lag?
having 16ms intervals, for instance?
Your argument was that Runescape don't have lag because everyone is on the same timer is a dumb argument, everyone have tons of lag. It's like stating that no senrans have big tits because they all do
53bcae No.15825089
>>15825072
I actually don't know where I got the idea that Runescape runs in 1 second intervals. This might be creating a discussion on a wrong premise
d61d5b No.15825095
>>15825048
Wrong. You can very easily detect the vast majority of bots if you wanted to. I wrote WoW bots myself and i know for a fact most people who write bots want them to be as efficient as possible to make the most profit, which in return makes them stick out like a sore thumb simply by comparing data to real players since bot players are too perfect in everything where human players make a variety of mistakes and irrational decisions. It's just that most developers just don't give a fuck because botters barely make a difference in the game world, they're tolerated as they don't completely break the game like cheaters do so it's not worth the effort to fight them off.
217dba No.15825110
>>15825089
From the wiki:
The game tick is the fundamental quantum of time used in RuneScape. It is a unit equal to length of 0.6 seconds. All actions that require server processing are governed by this value. Purely client-side actions (such as opening a right-click menu or switching interface tabs) are processed separately, and thus unaffected by the tick. Each action you register within one tick, will start to take place by the beginning of the next tick.
Cannons demonstrate game ticks clearly, rotating 45° every tick.
8d844c No.15825131
>>15825072
I think I get it, but anyone who's even thinking of having hitscanning or realtime "action" combat in the vein of TERA in their indie MMO is not smart enough to make videogames let alone an MMO.
Also I don't consider it lag in the traditional sense because I see it as the entire game being synchronized, rather than something "lagging" behind.
53bcae No.15825184
>>15825095
>You can very easily detect the vast majority of bots if you wanted to
yes, and? This in no way disprove what I said
624a6f No.15825280
>>15824922
>where can one learn about mmo security/anticheats?
Beyond the issue of making sure your server is authoritative about the client's state you need to read up on back-end security. Like establishing proper SSL/TLS connection, securely storing player login hashes, closing ports, setting up firewall rules and so on. Even if your game is free, people are lazy and often re-use logins which means you need to act responsibly when handling their details. Depending on your scope you might not just be managing one server either and may need a login server that talks to a private network that run the actual world states.
a56459 No.15825716
Shmup anon here.
Recently started to work on the UI after fiddling with FPS limiter.
I checked my previous attempt at having text dynamically created and loaded with SDL_ttf. What a mess and it's so clunky.
After some thought from past experiences, I went with a function taking the font alias (as loading a font require a file and fixed size and you can't ask another font size unless you load it again), an origin point, and a display zone.
Management underneath is still clunky with texture size, but calling it is much more cleaner.
Then looking at the interface, I saw that I also need to have bars, and sprite icons…
So I'm currently writing some sprite manager. Hopefully I'm doing almost the same that I have been doing when managing models and other objects so I'm not lost, and I'm feeling a bit more the pattern for GPU data instance <-> object management.
>>15824673
I feel you, making a good looking, good and functional UI is almost an artform.
And don't get me started when it's time to make music.
cf82e3 No.15826789
<br> <br> <br> Hi! I'm going to release my first game soon and <br> I wanted to know a few things.<br> <br> <br> <br> 1 how do I target my girly games to girly females. I want to make raising sims, visual novels, some pixel rpgs, dating sims, dress up games, ect. Notice how I use the word "girly" as I relise there are females who like "manly" video games like FPS. What I'm asking is where do I advertise that would get that type of girls attention? And what other ways can I get that type of girls to notice my games? <br> <br> <br> <br> <br> 2 Is there anything in America like Comiket were I could sell my games?<br> <br> <br> <br> <br> <br> 3 I kind of want people to know I'm a female dev because I make girly games because I'm girl and not that I'm a male that doesn't understand girl gamers and is just trying to target people I know nothing about. That and I'd get out of being called a creepy male pervert because most of my characters unintentionally end up female, because it seems like men only get that insult. But are the insults I'll get for being a female game dev worse? <br> <br> <br> <br> <br> 4 I've heard there's a lot of harassment toward females who play and make games but I'm not sure how bad because almost all of the games I play are single player and I don't have any interaction with online or irl gamers. So how bad is it? And what is it like?<br> <br> <br> <br> 5 Any other tips for a female game dev?<br> <br> <br> <br>
ee75ea No.15826882
>>15825716
did you try using SDL_FontCache? it just works for my usage, i'm also using SDL for rendering.
i'll probably never reach music stage, or probably theres tons of "8bit" indieshit royality free songs, just like i got my tilesets off of opengameart :^)
7db633 No.15827384
>>15826789
What the fuck nigga
38e07b No.15827403
>>15826789
><br><br>
<hue><hue><hue>
bad bait
1e3b08 No.15828424
NPC creation works
it was a proper pain in the ass to implement because i overthought it and made it configurable from JSON (entities and their sprites loaded there), but the code got pretty annoying to write.
also the whole thing is starting to become really confusing to manage, theres a bunch of data structure values that got replaced with something else somewhere else but i've lost track of it.
J U S T
53bcae No.15828684
>>15826789
you start by going back to reddit, holy shit what a fucking faggot.
This HAS to be bait
Even if html tags worked, this is worse than reddit spacing
6f5412 No.15833549
>>15829887
Will the PC be the only man?
d52715 No.15835829
>finally decide to code character customization tools
>decide to recreate sims deformation map technique
>motivation is:
>reusable clothes across all characters
>no worries about blend shapes messing with clothes/gear/etc
>can customize character with no worries, just write to def map and it just werks
>get it working properly
>realize why it's not used across the industry
>lesson learned
welp, learned a few things like how to rasterize a triangle, but overall while it's a cool technique; I lack a team of artists to offload work to.
Same thing happens almost everytime when I recreate other techniques… there's always massive downside to the technique (such as the furryfag dev's technique for procedural animation, huge pitfalls).
Issues are multifaceted here.
First it's the issue of the vertex count/density of the mesh.
Too high poly (my model is at 20k polys) without an amazing uv layout results in inaccuracies for writing the deformation map, and querying it; because the UV space simply lacks the fidelity needed at reasonable texture sizes for a mid poly model/non-perfect UV layout (not laid out in perfect boxed layout).
Therefor, increase texture size, or reduce poly count, and/or create a perfect UV layout (just for deformations, use a normal UV layout for actual character for no UV stretching); nbd right.
However, even with these steps done, this puts all the strain on the artist.
The artist would have to perfectly conform the UV layout of every piece of clothing to that original perfect UV layout as get acceptable deformation results, and even then it'll take trial/error due to hand-made aspect of the UV maps.
Which is… way too big of a pia as I can't just offload work to an artist, and I would rather create a better system.
In the mean time though, I did come up with a better system; with the same premise in mind, but fewer downsides though I still need to code it, unlike the deformation technique.
6f5412 No.15835980
>>15835829
>such as the furryfag dev's technique for procedural animation, huge pitfalls
Are you talking about Overgrowth? What are the pitfalls of procedural animation?
e791cf No.15836042
>>15829887
It's a bad idea to make more of them at this point because every issue you run into is going to have to be fixed 6 times.
d52715 No.15836120
>>15835980
Yup, the overgrowth technique, though I used the wrong wording. It wasn't "huge" pitfalls, but more like "unexpected" pitfalls.
It's mostly in regards to the nature of using a sparse number of keyframes, and the sacrificed quality; if you don't mind a loss in quality or redundant animation steps (with other benefits), then it works fine.
The procedural technique utilized by the overgrowth dev is basically performing custom interpolation/extrapolation in engine instead of in a 3d modeling program; as to perform these steps.
This offers a lot of flexibility in-engine like combining animation key frames w/custom interp from varying "animation sets" of keyframes, applying custom curves between frames, but overall it always results in being less polished than an animation I fully made by hand (unless I map it out fully in the 3d modeling program, extract important keyframes, and re-do that in the engine; it's redundant, but has some benefits).
It can be beneficial if you create a custom state machine and tool for utilizing this, and thereby allowing you to streamline the workflow; however, I'm using Unity w/the animation state machine and it ended up being manageable but a bit of a mess (layering blend trees w/a custom script to interp w/custom curves per full animation).
It also alleviated the issue of syncing feet with the ground, due to his "surveyor wheel" technique, but the difference in character anatomy (furry bunny foot v. human foot) created unforeseen issues; as in, his 3 key frames for running looked terrible with human foot anatomy.
It resulted in 4 key frames to make it look "crap but passable" due to requiring more stages, but really should be 5 or 6 frames (heel down, leg pass, foot arch, liftoff, reach).
This is due to the anatomy of the bunny foot being much simpler; allowing for simple keyframes (foot down, leg pass, liftoff) to pass for quality (lacks a heel, just has a paw/toes).
I'm still on the ropes about this technique tbh.
Reason being is that I have a working implementation (need to create an editor tool to make it easier to work with though), and I can see it alleviating some work in terms of animating.
In summation the pitfalls are the messy state machine, and the designing process to make it feel polished feels redundant; thus I temporarily abandoned it as to use my already done animations for finishing up combat mechanics I was working on (yet to return to working on it).
Basically, to make more polished looking procedural animations you need to create all the keyframes, and interpolate them in your 3d modeling program to make sure it looks good; then import each keyframe into the engine and apply custom interpolation. So it's a bit redundant initially.
The benefits only really become apparent when applying things like extrapolation (spring-damper), and combining key-frames from different animation sets to create new animations in-engine.
d52715 No.15836158
>>15836120
Here's an example of how i did the basics of blending blend tree key frames in unity's state machine for anyone looking to do the same.
I also had to create a script to perform interpolation between key frames (that 2nd blend param, I pass it in to interpolate between frames, also, that param is where you apply the curve; be it interpolation or extrapolation; use AnimationCurve to do via GUI).
For the surveyor wheel technique I basically mapped a 2d circle and rotated it to tick off the key frames. If I have 4 key frames for walk/run I segment the circle into 4 sections, and tick off a key frame per 1/4 rotation; same with 5 key frames, or 6 (1/5 and 1/6 rotations respectively).
6f5412 No.15836164
>>15836120
Thank you for replying, that was very informative.
53bcae No.15836440
>>15833549
There will be the dwarven blacksmith, but in my universe dwarves are constructs and do not reproduce they can build new dwarves.
All actual males of the town conveniently died before the protagonist shows up
>>15836042
I have already tested some animations, its fine.
>>15836120
>>15836158
Good to know, my bro was thinking of making our protag animations be procedural
40e70e No.15836700
basic gameplay elements like moving, collision, sprite animation and being able to trigger entities work now
now to implement entities actually doing anything besides blocking the player
has anyone implemented a semi-dynamic dialog system? any tips on how to make it not too painful to implement and store in memory and on disk?
fadd54 No.15836961
My Super Metroid romhacking continues, except now I made a hex viewer tool. I basically stole the design from HxD and my tool only allows for read-only access, but it's integrated into my other tools, and I can have as many instances open at a time as I want