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

File: 79d78610cf8d5e2⋯.png (457.88 KB, 1920x1080, 16:9, fractal agdg.png)

File: 1852a475c3436ce⋯.jpg (33.1 KB, 450x357, 150:119, angery dev.jpg)

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

File: f8ec64c98ac8016⋯.png (71.35 KB, 1850x650, 37:13, Fuko.png)

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

File: 5683b86421d12ac⋯.png (430.27 KB, 578x540, 289:270, bee.png)

The key to good game design is to do as much as you can with as little as you can.


4c1d50  No.15792748

File: 52607bc4ed35549⋯.jpg (69.65 KB, 640x480, 4:3, 1497306167525.jpg)

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

File: d935dc0f06a704e⋯.jpg (Spoiler Image, 88.04 KB, 400x600, 2:3, 404nop.jpg)

>>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

File: 7bd928ee3646dde⋯.mp4 (5.29 MB, 1280x720, 16:9, 7bd928ee3646dded95a1160c5d….mp4)

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

File: 55b63046531012b⋯.jpg (38.41 KB, 473x357, 473:357, 1454871517950.jpg)

>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

File: ace11e77134715b⋯.mp4 (1.37 MB, 932x596, 233:149, inventory_ui.mp4)

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

File: 8714ff6284960dd⋯.mp4 (4.35 MB, 1280x720, 16:9, 2018-11-28 12-05-48.mp4)

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

File: 7c49f5e10c13fe8⋯.webm (15.04 MB, 720x340, 36:17, 2018-11-28 16-19-44 - 2.webm)

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

File: 7ea8cf8b85b4f60⋯.jpg (109.54 KB, 1280x720, 16:9, flowerps3.jpg)

>>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

File: fce4b02072253ec⋯.png (190.3 KB, 766x262, 383:131, ClipboardImage.png)

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

File: 4b301d530ba9d3f⋯.png (181.8 KB, 1387x854, 1387:854, Fuko.png)

>>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

File: 9d2049bff9846c4⋯.jpg (303.27 KB, 613x1400, 613:1400, maciej-kuciara-tumblr-ngo2….jpg)

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

File: 054ac2534bbac65⋯.jpg (5.23 MB, 3024x4032, 3:4, 20181128_1952028.jpg)

>>15792358

>>15793679

she's pretty cute anon <3


4b44cf  No.15794295

File: e5e5083df11028c⋯.jpg (13.09 KB, 225x225, 1:1, 2b33befe736bb4879399731027….jpg)

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


770235  No.15794321

YouTube embed. Click thumbnail to play.

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

File: 1dd4e282214f152⋯.png (44.85 KB, 619x889, 619:889, clothing.png)

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

File: 433e732d84801a8⋯.png (96.4 KB, 680x854, 340:427, Elly3.png)

>>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

File: aa9ba38677c35da⋯.png (62.69 KB, 326x224, 163:112, 01161D95-6353-4767-9F02-29….PNG)

>>15794778

>Don't lewd

So what you're saying is, more lewds


53bcae  No.15795353

File: a2196b5ccbe027d⋯.png (26.37 KB, 828x794, 414:397, elly.png)

File: 9676a48b4712f78⋯.png (122.94 KB, 864x921, 288:307, reiko1.png)

>>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

File: a393091d3c59fd1⋯.webm (7.75 MB, 800x800, 1:1, 2018-11-29 00-42-46.webm)

File: 76f6ffd30ac3406⋯.gif (3.41 MB, 480x480, 1:1, cattail_whack.gif)

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

File: 6eac99b61cc20e3⋯.jpg (7.54 KB, 255x174, 85:58, colonthree strawberry.jpg)

>>15796058

Seeing your progress and Shinobu always brings me a smile.


53bcae  No.15796257

File: e228bb1b84df0d9⋯.jpg (10.74 KB, 400x290, 40:29, protect her.jpg)

>>15796058

Adorable


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

File: b908a99e066444e⋯.jpg (57.25 KB, 362x447, 362:447, b908a99e066444ef67797dcaf2….jpg)

>>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

File: 22e6a5942cb174d⋯.png (910.1 KB, 1280x659, 1280:659, Sh3_art_char_31.png)

>>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

File: 12453a9dc3f068c⋯.png (131.63 KB, 854x506, 427:253, 70446421_p91.png)

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

File: 766df82ca36c1c8⋯.png (63.86 KB, 243x250, 243:250, 0518e6e0e16d7a975f98f290bb….png)

>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

File: 9b29b0bca08a8b2⋯.jpg (28.3 KB, 437x431, 437:431, 9b29b0bca08a8b2e1c83297785….jpg)

>>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

File: 6d20a3c9b2905c3⋯.png (161.68 KB, 859x921, 859:921, fur tail.png)

File: f2f925f6a9ff627⋯.png (184.51 KB, 859x921, 859:921, fur.png)

Added her fur, this will look weird when she shaves to make wool


8869a5  No.15797401

File: bc8b030240e65ec⋯.mp4 (4.24 MB, 1280x720, 16:9, 2018-11-29 10-37-10.mp4)

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

File: 374ba5ae685239b⋯.jpg (126.13 KB, 465x523, 465:523, panting.jpg)

>>15797348

I want to beep beep


fdfb6d  No.15798541

File: f73055d900fae14⋯.png (1.53 MB, 1280x937, 1280:937, DtMxw0xUwAAosZq.png)

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

File: 4fce7d86f563b48⋯.png (122.81 KB, 1142x971, 1142:971, indian_space_program2.png)

>>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.


e791cf  No.15799015

File: b1c9d4806951590⋯.png (381.33 KB, 500x500, 1:1, image.png)

>>15798977

>game dev camp


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

File: 08601869f324931⋯.gif (498.08 KB, 700x393, 700:393, kill me flandre.gif)

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

File: 56b25e436f7c91c⋯.png (211.82 KB, 545x343, 545:343, image.png)

>>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

File: e4105a2cd97c890⋯.png (726.03 KB, 960x720, 4:3, jacques.png)

>>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

File: ff6f2c83545f823⋯.png (9.59 KB, 184x310, 92:155, ClipboardImage.png)

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

File: d54137bee68ef3d⋯.png (75.12 KB, 855x899, 855:899, summer dress.png)

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

File: 76581c2d1a464c1⋯.png (35.8 KB, 600x600, 1:1, tail hole.png)

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

File: fade8d4686446e4⋯.png (104.58 KB, 511x297, 511:297, 1540974943768.png)

>>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

File: c4bb72f95a22c6b⋯.jpg (12.65 KB, 474x263, 474:263, shang Tsung.jpg)

>>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

File: 750e8493e6cfc5e⋯.gif (2.12 MB, 360x213, 120:71, 1535647315048.gif)

>>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

File: b8f6f76aa87c0fa⋯.jpg (49.79 KB, 1280x720, 16:9, my_name_is_keith.jpg)

>>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.


53bcae  No.15802636

File: 07508e3c2893840⋯.png (196.31 KB, 1600x1724, 400:431, shrug best psycho.png)


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

File: 5489a64a551567f⋯.jpg (332.82 KB, 800x800, 1:1, 1543009990432.jpg)

>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

File: b3e9f94ed3ac074⋯.jpg (142.73 KB, 600x800, 3:4, 71587706_p2_master1200.jpg)

>>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

File: fa1e8c61241aaf2⋯.jpg (161.82 KB, 673x432, 673:432, necksnap.jpg)

>>15798541

as a fellow blueprint programmer this hurts my soul more than you could ever imagine


3a2fc3  No.15804441

File: bc619b72484fa3c⋯.png (1.08 MB, 1251x676, 1251:676, ClipboardImage.png)

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

File: d74c948cc2a5979⋯.jpg (124.18 KB, 800x600, 4:3, 1516062373242.jpg)

>>15803263

i guess having all the characters be some social spergs would add to the horror of the game


f26cff  No.15805073

File: e6dff5518bfe940⋯.png (862.63 KB, 1920x1080, 16:9, uenpigoqxm121[1].png)

Years makes huge differences in a game dev vision :) 2011 to 2018


4c1d50  No.15805087

File: 6791ad93ba07e76⋯.png (476.86 KB, 533x866, 533:866, Tumblr Arts.png)

>>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

File: 2eb297033395112⋯.png (56.88 KB, 619x466, 619:466, SteamUpdate.PNG)

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

File: 7d51dbca83d1b8d⋯.gif (1.81 MB, 585x469, 585:469, 1513861106250.gif)

>>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

File: 09be37439ccb08b⋯.jpg (39.08 KB, 1024x768, 4:3, angrypenguin.jpg)

>>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

File: e8de76731ef4e04⋯.png (171.32 KB, 825x958, 825:958, IDK.png)

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.


cb90d6  No.15805393

File: e1fa59189721a9c⋯.jpg (34.21 KB, 800x441, 800:441, Timtheenchanter.jpg)


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

File: 83a4823da5d8933⋯.png (93.87 KB, 629x1173, 37:69, 83a4823da5d893331264108101….png)

>>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

File: 98d8487cd4526b6⋯.jpg (70.01 KB, 583x767, 583:767, you have to watch a game j….jpg)

File: 7dea008695b9734⋯.jpg (47.75 KB, 640x480, 4:3, cuphead eddy.jpg)

>>15805733

You can`t have time limits anon, how would the game journos complete the level otherwise?


8d844c  No.15805892

File: 8565ab57fd06f78⋯.png (356.65 KB, 689x879, 689:879, nf404ofp.png)

>>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

File: 4af16c14040ad7d⋯.webm (4.82 MB, 480x360, 4:3, Chad Chadd n Chaddy Short….webm)

>>15805776

Hey cuppy, nice caddy.


53bcae  No.15805966

File: 5250c4cd8f910db⋯.gif (8.41 KB, 200x200, 1:1, sad.gif)

>>15805952

I miss old cartoon network


4c1d50  No.15806013

File: 5206d2ce9ad5c6d⋯.jpg (43.61 KB, 1024x768, 4:3, frankie.jpg)

File: 1761c590f1846b1⋯.jpg (328.05 KB, 1130x1505, 226:301, DESTROY BUILD DESTROY!.jpg)

>>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

>>15806013

Jews, man.


4c1d50  No.15806083

File: e7258ceb5797268⋯.png (134.63 KB, 705x846, 5:6, Steven Jewniverse.png)

>>15806028

OY VEY!


4c5ea6  No.15806102

>>15806028

i don't doubt it but can you elaborate please?


65c0f6  No.15806836

File: 6f58b51a5bae240⋯.png (217.04 KB, 523x372, 523:372, thisfag.png)

File: d6f1911488acce9⋯.png (8.69 KB, 357x327, 119:109, ClipboardImage.png)

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

File: 55c66639d456101⋯.gif (495.86 KB, 247x192, 247:192, bwahaha.gif)

>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

File: 354d6554dcd2098⋯.webm (2.55 MB, 640x360, 16:9, Audiophile.webm)

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

File: 83b200c603b0f17⋯.png (1.55 MB, 3930x5000, 393:500, 1501882331584.png)

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

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

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

>>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

File: d69fc18ffdc7bc4⋯.png (173.61 KB, 1025x498, 1025:498, ClipboardImage.png)

File: 2acbad75d6cfe7d⋯.png (63.04 KB, 516x307, 516:307, ClipboardImage.png)

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

File: f63a2824ea00781⋯.png (229.97 KB, 1033x625, 1033:625, testing new hair.png)

huuum this might actually work


2b0401  No.15816256

File: 3293770a367f85f⋯.png (1.28 MB, 1120x640, 7:4, ClipboardImage.png)

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

File: 4a1521d5a2ab8dd⋯.jpg (28.38 KB, 445x445, 1:1, 1521418096407.jpg)

File: 19de3fce158d661⋯.gif (202.75 KB, 500x319, 500:319, worlds.com 2.gif)

File: 54c988b5c8510c6⋯.jpg (64.39 KB, 480x360, 4:3, worlds. com.jpg)

>>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

File: 99cd26c8a03ecbe⋯.png (13.08 KB, 685x214, 685:214, heh.png)

File: 32c1b81557ef7b4⋯.jpg (337.91 KB, 600x682, 300:341, fcc8c0db90522cf4bfa2f0a0d5….jpg)

>>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

File: 018ebfefd356c02⋯.png (677.76 KB, 789x649, 789:649, ka5.PNG)

>>>/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

File: bf9913ce44f77e2⋯.webm (2.86 MB, 854x480, 427:240, SWTOR.webm)

>>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

File: 1c3b6ce34fedfc7⋯.png (146.75 KB, 947x858, 947:858, Meru drills1.png)

File: d0be95b65b03064⋯.png (400.15 KB, 947x858, 947:858, Meru drills2.png)

Now i need to figure how to UV map this hair properly and texture it


3ba5a8  No.15816797

File: 8de6904ecc8f4c4⋯.gif (2.94 MB, 640x360, 16:9, Cinder Fall off a fucking ….gif)

>>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

File: 18285f9d0b8f565⋯.webm (2.95 MB, 1280x720, 16:9, 1539121083904.webm)

File: e138559c3f344d3⋯.webm (1.42 MB, 1280x736, 40:23, 1514918762324.webm)

File: 3faa5655c2af23a⋯.webm (669.88 KB, 888x496, 111:62, TSFP.webm)

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

File: e9031948f101e4e⋯.jpg (383.8 KB, 960x672, 10:7, 4chan lingo.jpg)

>>15816987

>1post by this ID

>its a shitpost

everytime


3ba5a8  No.15817075

>>15817071

Just ignore it and post progress.


c14c89  No.15817078

File: 45ee2e63ea7f69c⋯.png (321.19 KB, 547x442, 547:442, 0baec73d8c1f60769c377ec4c9….png)

>>15816987

You respond to perfectly fine post with that?


89f042  No.15817119

File: ad230590415d36b⋯.png (69.01 KB, 1920x985, 384:197, a3WBdW.png)

>>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

File: 8e421d45b528d2b⋯.jpg (90.91 KB, 803x790, 803:790, 1429304475551.jpg)

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

File: 3bb3192beadd276⋯.pdf (4 MB, SR_Undercover_GDD.pdf)

>>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

File: da7046643085c6d⋯.jpg (133.76 KB, 679x523, 679:523, dont do this.jpg)

>>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

File: b7f4c9e52a339c6⋯.png (23.02 KB, 800x598, 400:299, Screenshot_2018-12-04_20-0….png)

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


53bcae  No.15821139

File: a0907ef0a9626f9⋯.png (288.44 KB, 2000x750, 8:3, Meru.png)

Drills!


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

File: d204ad95eca4f9d⋯.jpg (80.67 KB, 615x653, 615:653, naga smug.jpg)

>>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

File: 327dae0b9de2dc4⋯.jpg (35.89 KB, 680x582, 340:291, shantae smug snug.jpg)

>>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

File: a658a908974b6fc⋯.png (319.25 KB, 951x859, 951:859, ClipboardImage.png)

>>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

File: 0561ca6e14ee901⋯.jpg (118.94 KB, 720x858, 120:143, 0561ca6e14ee9012e6d1ad7f1e….jpg)

>>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

File: 9d4f2616ff460ff⋯.png (45.38 KB, 409x619, 409:619, ClipboardImage.png)

>>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

File: 30fecb42c1b0619⋯.png (3.77 KB, 232x89, 232:89, image.png)

>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

File: 20bc54dedf3d1b7⋯.png (297.54 KB, 656x630, 328:315, 1.png)

>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

File: 7ceb6706f00b3cb⋯.png (528.18 KB, 800x600, 4:3, adam hat.png)

>>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

File: d6cfb26afe00b88⋯.png (50.34 KB, 798x598, 399:299, Screenshot_2018-12-05_20-1….png)

File: 690f150ffdb25df⋯.jpg (73.94 KB, 600x600, 1:1, 06f9369679c35e384558caf26b….jpg)

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

File: de0f77093711ced⋯.png (8.55 KB, 790x594, 395:297, Screenshot_2018-12-05_21-0….png)

>>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

File: 5e1b566f0e7a17b⋯.mp4 (1.35 MB, 1024x576, 16:9, RadModVOTest.mp4)

>>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

File: de4f3b37bc6d705⋯.gif (700.79 KB, 344x321, 344:321, Dwarf_cannon.gif)

>>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

File: 8dca5c553f706a0⋯.png (32.17 KB, 800x602, 400:301, Screenshot_2018-12-06_18-3….png)

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


53bcae  No.15829887

File: f29a67d2311fa95⋯.png (245.1 KB, 847x587, 847:587, 6 girls.png)

6 Girls done

14 to go


6f5412  No.15833549

>>15829887

Will the PC be the only man?


d52715  No.15835829

File: a9a917fc1263cc1⋯.png (85.32 KB, 500x284, 125:71, opm-11.png)

>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

File: a7b3b3e4ef1c98b⋯.png (69.03 KB, 671x646, 671:646, blended blend trees.png)

>>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.


d52715  No.15836184

File: 45ae8072e891daa⋯.png (33.72 KB, 252x200, 63:50, 9.png)


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

File: af112a19f6cf8cc⋯.png (33.14 KB, 798x596, 399:298, Screenshot_2018-12-07_14-4….png)

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

File: cf437e361060a0c⋯.png (32.33 KB, 430x368, 215:184, ClipboardImage.png)

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




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