e662cb No.15889438
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: >>15792351
Announcements
>QUARTERLY DEMO DAY SCHEDULED FOR February 2nd (need to be updated in the wiki)
>CONTRIBUTE TO THE GODDAMN WIKI
>STOP USING DISCORD YOU STUPID FAGGOTS
99b406 No.15889449
I want to have sex with Todd Howard
99b406 No.15889454
but seriously, how goes the game dev?
65ca6d No.15889509
Since OP fugged up the link to the last thread:
>>15839122
3cd4e9 No.15889610
e662cb No.15889676
Anyone else keep track of the amount of distraction-free developing they get in each day? It's a little depressing
9be492 No.15889680
>>15889676
How do you keep track of nothing?
e662cb No.15889823
99b406 No.15890094
>>15889610
That's… not good.
644351 No.15890139
>mfw back from South East Asia vacation
It's go time.
c1cdea No.15890173
Every time I give thought to what would actually lead me to satisfaction in life, I keep coming back to making a game. Thing is I'm just another ideasguy who daydreams all day about the games I'd make but can't seem to find the discipline to actually sit down and make it happen. How do I transition from constantly-anxious wageslave desperately searching for escapism while being continuously dissatisfied with every game I play to try and fill the void, to actually being a game dev? Would starting with trying my hand at ROM hacks be a waste of time?
e662cb No.15890307
>>15890173
There's a lot of paths to making a game. Why not become really good at wage slaving? Save up 50k, contract out a 2D game, and bet on the 1 in 10 chance your game breaks even and go again.
4e558d No.15890350
>>15890173
>Would starting with trying my hand at ROM hacks be a waste of time?
Yes and no. No because it gives you a taste of several aspects of game development, like map/stage design and graphic design. Yes because it's so far removed from every other aspect of game development, mainly coding. You might want to consider something like Game Maker, as tutorials are plentiful, and you could make something simple and functional overnight. It will give you a simplified taste of what you're in for.
6636dd No.15890374
Hey nodevs,
My name is EvaXephon, and I hate every single one of you. All of you are fat, retarded, no-lifes who spend every second of their day making bad games. You are everything bad in the indie scene. Honestly, have any of you ever gotten any popularity? I mean, I guess it's fun making fun of other people's code because of your own premature optimization fetish, but you all take it to a whole new level. This is even worse than being an ideasguy.
Don't be a stranger. Just hit me with your best shot. My game is pretty much perfect. I was a close friend of Mike Z, and loved by gamejournos. What progress do you even have, other than "muh black triangles"? I also get straight 11/10 review scores, and have banging hot twitch fangirls (they just made a live action trailer for my game; Shit was SO cash). You are all faggots who should just kill yourselves. Thanks for listening.
Pic Related: It's me and one of the thousands of underage sluts that will suck my dick on command
2acc14 No.15890394
>>15890374
If he ever releases his game I expect suicide will follow shortly after as his paranoid delusions finally get the better of him.
f6055d No.15891309
Not too exciting, but I recently (with the help of some other OpenRA modders) got high-res terrain implemented, and made a bunch of dirt and grass tiles.
Also I managed to insert some new music into the game, mostly tracks from semi-obscure ambient albums, but since recording OpenRA with OBS is a pain in the ass I'll make an actual video of that later.
a28a9e No.15891318
>>15891309
>mostly tracks from semi-obscure ambient albums
post asap
f6055d No.15891356
>>15891318
A couple tracks from the game Rama (which I never played, I only know of it from Ross' Game Dungeon), a few tracks from a martial industrial group Arisk Priest, and for some energetic music I used some music by Feindflug.
https://www.youtube.com/watch?v=EyEDjBDl7bM
https://www.youtube.com/watch?v=jvlvWnz2-bY
https://www.youtube.com/watch?v=JMn4jp55vlU
https://www.youtube.com/watch?v=oDo3iH5EGMg (I actually didn't use this specific track, but apparently the album Troy is so unknown this is the only song from it uploaded to YT)
ddca9b No.15891401
Give me a good idea for a first game.
a28a9e No.15891402
>>15891356
>Rama
I only ever read the books, but the music does sound nice.
Feindflug sounds like a diverative of the RA1 soundtrack. Sure does fit the theme and style of the game. You gonna contact them to use their music in your game or is it just a soundalike? you have any music goys?
f815e7 No.15891408
>>15891401
Mini dustforce, you must clean all the dust in a room by touching or shooting at it, each level is contained in 1 screen.
644351 No.15891421
Animating stuff for hand holding mechanics.
>>15891356
I hired a Japanese composer, name witheld, for my game. I talked with him and told him to mix Japanese with Mexican because my game is weeb and takes place in Mexico. I gave him references to Dark Cloud and Jet Moto's canyon map level. This is his WIP but the final is gonna be 3 minutes long: https://files.catbox.moe/hl8a6p.mp3
f6055d No.15891441
>>15891402
>>15891421
The music is all placeholder stuff currently. Not sure about licensing music, but a lot of this stuff is so obscure I doubt it'd be expensive if I really wanted to. Black Rain Records (who distributed Feindflug's stuff) are so small scale they don't even have a wikipedia page.
If I really wanted an authentic C&C feel, I could try licensing Frank Klepacki's non-C&C music from his solo albums. Stuff like this: https://www.youtube.com/watch?v=tnujS--_z9Q
But I might get a composer, I'm not sure. I kind of imagine most of the game having a kind of half-electronic, half-plunderphonics sound to it, like old marching songs or orchestrated music stitched together and distorted, kind of like a martial vaporwave, if that makes any sense.
But music stuff is low priority now, going to focus on faction design and terrain graphics for the time being.
Also, fixed the issue with the shroud and fog of war. Turns out there was just a sprite controlling it that I just increased in size to fix the issue.
46e349 No.15891442
>>15891421
well thats pretty good for WIP but some of the random guitar strums are a little too random and jarring
644351 No.15891451
>>15891442
Yep. Told him the same thing.
141bcd No.15891533
>want to post progress and make /agdg/-senpai proud
>can't because working on non-game projects
bd1fbb No.15891866
>>15890173
You can escape wage slavery. Get financially independent.
>>15891533
I can't post progress because I can't make up my mind on whether I'll publish the game.
cb8c11 No.15891905
>>15890374
I wonder for how much longer his game will be in development.
At this point, I believe that even a semi-competent group of people could start working on their own weeb style Hitman game today, finish before him and it would probably be better, too.
Can you imagine his reaction if that happened?
e662cb No.15892052
>>15891905
His game will never be finished because he gets paid by the month, not the hour.
59e449 No.15892186
>>15890374
Is yanderedev a jew or is he just ugly?
b81e18 No.15892241
>>15891533
It's okay to have other passions anon. I'd even recommend it as it'll keep the burnout from creeping in on you.
>>15892186
He's both. As if being a talentless hack who's STILL using Unity store assets wasn't bad enough, right?
>>15891905
As long as it takes for his patreon to hit unsustainable levels. Before he stopped making any progress he was making $7.5k. Now he's slipped below his own personal goal of what he wants to make per month. Which will either light a fire under his ass to get something done for a change, or he'll rapidly spiral downwards from here. I'm better on the latter.
3d62d6 No.15892264
Don't forget the quirky bear game. >>>/v/15890864
66b1fd No.15892287
>>15891533
>want to post cool optimizations and shader/animation shit i've been doing for months now
>can't because i'm a hired codemonkey
it's not fair
cdb8db No.15892291
>>15892241
he could be scamming ten times that amount if he made it an ero game
cb8c11 No.15893132
Remember to never give up. If you work hard enough, you can become as important to gaming as John Carmack. And, if you work even harder, you might become as important as Anita Sarkeesian.
59e449 No.15893164
>>15893132
How triggered the game journos will be if my game becomes popular since i plan to add Vivian as the main character's love rival
46e349 No.15893178
>>15892241
Patreon is busy purging undesirables too. How long before they have a problem with schoolchild murdering simulator?
cb8c11 No.15893214
>>15893164
A lot.
>>15893178
What's crazy is that it seems like them kicking off Sargon, even though he didn't violate their rules, seems to have gotten quite a ball rolling. Some of the biggest people on Patreon left. This is excellent news, if you were hoping for an alternative.
e662cb No.15893221
>>15893214
>defunding the controlled opposition
Hope someone got fired for that one
3cd4e9 No.15893250
More fun with romhacking
This time I messed around with making a better class to hold Super Metroid's enemy headers
f6055d No.15893281
Trying to make some 3D cliffs to render into sprites for the RTS.
0b0b83 No.15893622
>>15893281
i want to stick my dick in that cliff
9be492 No.15893655
>>15893132
That makes me fucking furious.
cfcfb2 No.15893705
>>15890374
This, but unironically.
f6055d No.15894099
Okay, got a few actual cliff pieces implemented.
c1cdea No.15894172
>>15891866
>Get financially independent.
You sound like you're speaking from experience. Any tips, Anon?
f32bf7 No.15894181
>>15894172
Own a house, for one. When you're paying rent it goes to someone else's pocket. When you're paying off a house its also going into (((someone))) else's pocket but you'll eventually pay it off.
2acc14 No.15894238
>>15894181
A house is also basically an investment. Any money you put in either goes up or roughly stays the same. If you get room mates it will also basically pay off itself as long as you're not buying a hugely expensive house.
c1cdea No.15894239
>>15894181
I really like the idea of buying land and having a house built on it someday, but wouldn't it be a bit foolish to glue yourself to one spot if you don't have a stable career yet? I'm sure I could save to buy a house as in rent one from the (((bank))), but I don't really want to live in this area any longer than I have to or be tied to the opportunities directly surrounding me.
a15bc3 No.15894267
>>15894239
Will you be in the area for 2 years? 3, 5, 10? Are your skills actually necessary and in demand in the area? What is the property value trend in the area? How much of closing costs will you have to pay? Do you have the skills and balls to buy without a realtor?
This is one of those decisions. You will have to make some guesses about how your future will play out. You will need to do the research and do the math. Decide wrong and you will fuck yourself. Good luck, and make the right decision.
2acc14 No.15894290
>>15894267
Depending on how long he's in the area as long as the housing prices don't go down he should at least recoup most of his costs if not make some money if he decides to sell later.
c15838 No.15894326
>>15891421
Her left leg looks good but the right leg seems likes its bending strangely (nearing the end of the gif) It could be my shitty eyes tho idk.
I do like how the entire body is in action though - it gives it a lot more realism.
dc1543 No.15894348
>>15890139
How many SE Asian lolis did you consensually headpat with the explicit purpose of causing them to feel good?
a15bc3 No.15894370
>>15894290
I know that. It's a whole lot of "depends". In middle America you can't count on home prices not going doing. It's -1% or so where I live. Also, closing costs matter. Get someone else to pay them if you can. Also, exactly how long will you be there? It's a gamble and a guess on your future. You can get a reasonable % from market index funds. Which is the better % gamble on your down payment?
That's why it is in fact an important decision. You need to do the math, make the guesses, and be prepared to pay the consequences. Handwaving it away as you do is not smart.
812995 No.15894385
>>15894239
I've heard from friends who do this for living that auctions are a viable option if your state laws aren't friendly to the "former owners" (domicile laws, evicting, etc). Tho, this is a moral gray area, and has variable payoffs.
Also there's a difference between "good" debt and "bad" debt.
Good debt is debt that has something backing it, and is even better if it grows in value (house w/mortgage, possibly shorting stock, etc).
Bad debt is like credit card debt, federal college loans (can't go bankrupt/default these loans it's basically indentured servitude by by one's own volition), and anything that has no backing in terms of exchangability.
This is a good lifelong plan to raise your families QoL for the next generation, as to invest in property, sequentially pay off properties over the course of a decade or so, and then re-invest again; building a realestate empire.
Though, yes, you pay (((rent))) to the government for the property (unless you have no services, like water/electricity/etc; so boonies/totally self-sustaining), and you have to pay property tax (else your property gets auctioned/seized); so you are paying for the privilege of "owning" land and getting services (i.e. privilege = it's not a right, it's something granted by the "good will" of the government).
4810ac No.15894443
>>15894195
seeing the model upclose now I've realised the UV job on this is a bit bad. This is definitely not the best case for Game Ready art. I think topology wise the artist has done a very good job overall. I think that the artist has gone a bit crazy with textures though, the fact that these are only 2K maps is a bit pointless when you could've easily have ramped it up to 4K atlases, thus halving the number of textures and vastly reducing drawcalls. (realise you can have 2 Tifa's for the price of one!). This would however depend on if the engine supported it. Since the artist is using Marmoset I can assume its an UE4/Unity target in which case you can easily go 4K no problems. Hell if it were possible I'd even say 8k Atlases but that would be a bit tricky since not everything supports them.
I'd also be interested to see how the model deforms under animation but sadly the model isn't a-posed or t-posed. Impressive model but obviously the artist is stronger as a sculptor and modeling artist than they are texturing and UV unwrapping. Looking at the diffuse its pretty telling that the texture job is a complete after thought this is very true if you look at the Normal Maps on the face, the pores are just thrown on and there's some bad normal bleeding around the edges.
Its amazing what good rendering is capable of covering up.
305705 No.15894625
Changing stuff with how brushes are selected. Previously you had to hold shift while clicking on a center-point, I am moving towards just clicking somewhere inside the brush in a 2D view to select it. Much more convenient to do.
f6055d No.15895029
Decided that I'll make the environment more of a grassland, and then use those desert/savannah-like tiles I made earlier as a seperate desert palette and environment-type. As soon as I figure out how to do that, anyway.
bd1fbb No.15895599
>>15894172
The idea is that you make money, spend little of it, and invest the difference. Once your investments can passively pay for your expenses, you can choose to either keep working in pursuit of luxury or retire and be free. This involves a lifestyle change that goes in the opposite direction of the way society is structured. There's a movement behind this called FIRE(financial independence retire early).
>>15894181
The (((banks))) bet against you. If you know how to handle your finances, you can win against them.
>>15894238
It's common to think that buying a house is a given but it's not necessarily true. https://jlcollinsnh.com/2013/05/29/why-your-house-is-a-terrible-investment/
>>15894239
If you don't have a stable career, you're probably best off renting. Mobility is important. If you buy and get a job far from your place, commuting will make you suffer. Not having to worry about a mortgage improves your negotiating power at work. Living within walking/biking distance of a job will save you a lot of money, time, and stress. If you want to buy, plan on doing it when you're financially independent. Learning to be handy is a huge plus. It's a good thing to do with all that free time. Contractors will screw you hard.
>>15894385
"Former owners" were irresponsible with their finances. Student loans are evil, especially since so many young people are manipulated into getting them with unrealistic expectations from college. They also bloat the price of college since people are still willing to pay out of their own pockets. It's also taxpayer funded even if the taxpayer doesn't go to college. Property tax sucks, you can't really own property. You have to live somewhere and even when you pay a landlord, that money still indirectly goes to the (((government))). The best thing to do about it is to be independent, minimize the amount of taxes you owe, and use the property for more good than harm.
3bddee No.15895695
>>15893250
Sick! Hey, I was wondering: how is it developing for SNES? I would like to start with designing something since my coding spark has been reawakened By fucking MATLAB and I was looking into some options.
89540d No.15897579
>>15894326
I think you are right ill tweak it when i get home.
3cd4e9 No.15898285
>>15895695
If you've never done it before, I'd say just run with a well-documented romhacking community, eg Super Metroid or Super Mario World, Pokemon Crystal. The big thing is having the rom memory map documented and disassembled, every byte accounted for, so you know where and what your changes affect.
If you want to actually accomplish anything some knowledge of ASM and hex editing is a must, but you can pick that up as you go. I don't even know how VRAM works on the SNES.
>>15896185
You may also enjoy this reusable grocery bag, as designed by Sunnibee
82eabf No.15898389
Regarding artificial intelligence, is it more efficient to adapt already existing AI completely unrelated? I'm curious about the feasibility of taking a chess engine and utilizing it for AI vs AI battles in a combat game.
cb2916 No.15898586
nicked the concept of the HV penetrator from f.e.a.r for a weapon in my game
f6055d No.15899198
Spent some time today making some additional cliff tiles.
89754d No.15899204
>>15899198
Horizontal cliff doesn't look very good compared to diagonal and vertical, the flat brown ground on the top makes it look much better in the other two. Plus it's weirdly shaped as if it's a thick forest of tree trunks.
f6055d No.15899218
>>15899204
I see what you mean, I'm gonna try and fix though, however I am limited by the weird spacings of Tiberian Sun's cliffs.
59e449 No.15899851
>Oh shit looks like my game is attracting attention!
>Look at all those positive comments!
It made me happy for 10 whole seconds before i noticed they are all bots
af16f2 No.15900053
>>15899198
>>15894099
Now I want to have pre-rendered sprites in my game.
What are benefits and challenges of having them?
e662cb No.15900176
59e449 No.15900190
>>15900176
someone call the media
644351 No.15900309
>>15899851
What site is that?
b62faa No.15900453
>>15900053
It's an aesthetics choice now, it used to be used to enable "3D" graphics running on toasters.
b62faa No.15900457
>>15900309
My devblog, i made one to keep all my weekly progress records
a670f3 No.15900487
>>15891421
What's the ballpark for what that cost you? I know I won't be able to do music myself without it becoming its own project.
e662cb No.15900489
>>15900457
how much time do you have to put out something profitable before you return to wage slavery? I have a month
b62faa No.15900504
>>15900489
about as long as it will take for bannerlord to release with half life 3
f6055d No.15900509
>>15900053
The benefits are you can get a lot of visual detail for the computing cost of a sprite, and animating characters and vehicles and such is really convenient with such a system since you just make one animation and render them from any angle.
Downsides are really just the same downsides as 2D over 3D, since in the case of isometric you have to render every possible unit facing, and sprites all have to be accommodating for a fixed camera angle. In my case since I'm using OpenRA there are some more downsides, like having to deal with color palette index values, the weird quirks and limitations of the SHP format, and also terrain being a weird pain in the ass to implement for the Tiberian Sun variant of OpenRA due to the semi-3D aspect TS has.
In general I think it comes down to camera perspective. Prerendered 3D looks really good if you are making some kind of top down or isometric game, or a 90's point and click style game, but seems like it's probably not worth the effort for a side-scrolling game, where you might be better off with hand-drawn sprites. Though, I think if you do know 3D, animated vehicles are almost always worth doing in 3D. Here are some tanks I made in an Advance Wars style, for instance.
e662cb No.15900530
>>15900504
Be more specific instead of stupidly dismissive. How much money do you have in the bank? Do you ever walk around with large quantities of cash? What location would you consider to be your favorite place to hide things?
e662cb No.15900532
>>15900504
if you had a favorite number, what would it be?
b62faa No.15900540
>>15900530
My brother is being a cunt again
We have about a year
a15bc3 No.15900678
>>15900509
Great looking tanks.
134612 No.15900814
>>15900509
Ey, Hensk, where've you been? I can't remember the last time you came around these parts, but then I rarely look at what the AGDers are doing. Last I checked you were hibernating, left off on a funny rivet car, now you're really doing the Orwell-Huxley-Golding RTS and drawing boobies in addition to Otto Dix midgetmen. And donut butthole cliffs. When'd this happen?
f6055d No.15900961
>>15900814
Started posting on /agdg/ again since I became associated with those guys working on that black and white STALKER-ish game, and because I'm actually trying to develop the RTS game using OpenRA as an engine.
If you want to follow my progress I'm mostly active on twitter, though I still occasionally post on tumblr as well under the same alias.
http://henskelion.tumblr.com/
f6055d No.15900970
>>15900961
>>15900814
also I'm active on Discord as well, you can DM me on tumblr or twitter or whatever if you want my Discord handle
305705 No.15901040
Making some improvements to the map editor. So far:
"c" to recenter viewports in 4-view mode
"1" to select textured mode, "2" for flat shaded mode, and "3" for wireframe mode
selection by clicking on the middle of the brush
dragging with right-click
only problem is you have to hold shift to make new blocks. I feel like there is an easier way… maybe shift can be a toggle.
I turned off the Z buffer for the ghost block in 3D, I don't like that change. I'm turning it back on.
0885fa No.15901128
What kind of sci-fi weapons would be good against ghost/specter type enemies? So far i got something like the proton gun from ghost busters. I also came up with a light/cam-flash type weapon inspired by fatal frame. Anyone got good ideas or examples that i could steal from?
a15bc3 No.15901189
>>15901128
Draw on the basic details of quantum field theory. Ghosts obviously don't have mass(?), but can emit light so clearly they interact with the electro-magnetic field. In addition to E&M field there are fields for quarks, the Higgs field, and gravitational field. Possibly ghosts and spirits interact via the Higgs field. Make up some bullshit and ground it in science as much as you feel like. Ghosts do not exist so of course it's more fantasy than sci-fi, but you can dress it up in sci-fi clothing.
98a246 No.15901191
>>15901128
>proton gun
>light/cam-flash type weapon
solid choices
I think of a kind of audio-based weapon, trap, or lure maybe. Makes me think of pic related (that magic school bus episode), or how on those ghost hunter tv shows where they always "catch" the ghost on tape. Could be associated with spooky sounding SFX with pitch shifts / slowed down audio.
8d3e7b No.15901296
>>15901189
In the context of imagining complex fantasy (non-fiction) worlds I've found it's better to internally build a model for how it could exist, and why; or what would need to be changed to make it completely possible/explain the phenomena/mechanics behind it.
This doesn't need to be totally physically based. The audience will likely not mind as long as you can construct a logically consistent world that suspends disbelief; while not "tripping up" as it were to shatter their immersion.
Hence, building an internal, and logically consistent fantasy world; which will allow you to extract the knowledge you want through natural emergence of ideas that arise from the overarching concepts.
So, nothing too wild if you're not going for absurd while not building up the world for it, and nothing too scientific if you don't known EXACTLY what you're doing (you can build background of logic on it, but this has issues; as not understanding it COMPLETELY or forming your own conclusions on it for your world can trip yourself up, and exposing it to the player w/o knowing your shit makes it really easy to break people's sense of disbelief if you get any details wrong); i.e. see the bioshock using quantum mechanics being shat on for this very thing.
I find this approach to be really effective for writing, world building, lore, and so on; as you can immerse yourself in the world you've created, and can think "how would this aspect of the world work" in a natural, and unforced manner.
Tho, yeah, keep those world views compartmentalized, and distinguish between reality and fantasy.
Although, luckily, video games help in that department of willfully becoming immersed in a fantasy world (while being able to switch back to that "reality worldview" at will); which your brain becomes pretty good at when playing games.
Or you could do some shrooms, acid, salvia, or DMT, but hallucinogens are like cheat codes for unbridled creativity; tho it's w/risky for the idiots who disrespect it as "just for fun bro xDDD".
I'd recommend to look at writeaboutdragons on YT, he has some awesome lectures on this, and also neil gaiman and tolkien utilize a similar style as far as i can tell.
af16f2 No.15901301
>>15900509
Doesn't sound too bad. I'll give it a shot.
>>15901128
Devices that somehow emulate the traditional way of dealing with ghosts. Dishonored had these music boxes, that disrupted demonic powers. They relied more on scientifically discovered tones, than actual tradition, but if you change weird music to a record of a chanting priest it fits the bill.
Or a shotgun type weapon, that sprays salt or alcohol "pellets".
8d3e7b No.15901315
>>15901296
>non-fiction
meant fiction here no bully, i blame my lack of sleep
bd1fbb No.15901349
>>15901301
>Or a shotgun type weapon, that sprays salt or alcohol "pellets".
You don't need a shotgun for either of these. Salt would cause a shotgun to deteriorate. Alcohol would probably evaporate. You're better off throwing the salt and using something like a water gun or hose for the alcohol.
eecf42 No.15901457
>>15901349
Rock Salt wouldn't.
bd1fbb No.15901516
>>15901457
Rock salt doesn't corrode metal?
a670f3 No.15901521
>>15901349
Just get you one of these bad boys.
cb421b No.15901710
>>15901189
>>15901191
>>15901301
Thanks for the inspiration lads.
I'll think of weapons that include physics force fields, acoustics and spraying traditional anti-ghost materials. I've also came up with another weapon thanks to luigis mansion, "absorbing" the energy ghosts are made of.
95f7ff No.15901969
Any 2D artists out there looking for a project? I could pay per sprite-sheet but I'd really like to use the same guy for all of it
eecf42 No.15901974
Just like clean the barrel man. It's not gonna be there long enough to matter, if you're taking care of your weapons.
a15bc3 No.15902467
>>15901296
I agree, whether science fiction or fantasy, the world and the natural (or unnatural) laws governing it must be self-consistent or people become frustrated and annoyed.
I think Bioshock got shat on because they demonstrated beyond a shadow of doubt that they had only the most surface-level, pop-science understanding of quantum mechanics. They regurgitated bad and non-scientific interpretations of the theory that even hack science journalists would be ashamed of.
7e31cd No.15903606
>>15901040
Reminds me a lot of Thief and Ultima.
6a490b No.15903646
>>15901040
>I turned off the Z buffer for the ghost block in 3D, I don't like that change
If it's because you lose sense of depth when it's drawn on top of everything, consider drawing it twice; one in one color without depth buffer, and once in a second color with buffer. You'd then get a different color for occluded parts.
305705 No.15903739
>>15903646
It's definitely an interesting solution… I just need to keep playing around with it to see which one I like the best. Maybe I'll make it so it's possible to toggle between these as a setting.
110c7f No.15904130
how do you manage to not get burned out by a project?
hammered out the rpg engine in one and a half weeks and then had no time to work on it at the same pace due to life and now i can't get back into it. i keep staring at the code but i haven't implemented anything new, just minor code fixes.
i don't understand what changed, previously writing the entity system and chat scripting took a few days, with a lot of rewrites in that time, and now i can't get started on implementing the fucking item system.
cca144 No.15904156
>>15904130
There are many different aspects to making a game. One thing you could try to get the hang of is to switch what you're working on before you get burned out doing one specific thing.
For example, when I start getting too tired of programming, I finish the system I'm working on, and then focus on art instead. Be it 3d art or audio.
Music also seems to go a long way to help, at least for me. I found this dope af DJ who takes interesting & smart peoples' speeches and lectures, and then adds music. He doesn't do the cheap "epic/inspirational music played in the background" kind of shit you see a lot of. They actually have high production value and he matches the speech and music to each other.
Didn't expect that I'd love to program while listening to philosophy & lo-fi beats, but here I am.
cca144 No.15904158
>>15904156
Dammit, I forgot to remove the flag again. Just fixing this. Polite sage.
110c7f No.15904293
>>15904156
that's a good idea, i think it might work later, since usually when i get burned out i keep focusing on one part of the game (all engine or all art). though its not that easy to figure out when to switch before burning out. previous game attempts were all art and not having any code to support it, until i finally got burned out due to slow progress and lack of vision.
a bit of a blogpost so spoiler. the reason i started writing the engine is because i needed something to spend my time on, and right now i only have the thinkpad nipple as my mouse, so anything that requires a lot of mouse usage is out for me, thats why all of the assets are from opengameart also i really wanted to make a racing sim game instead, but for some stupid fucking reason decided on 2d rpg even though i've never played those in years
644351 No.15905618
>>15900487
I paid $600 American burgers for 6 minutes of soundtrack. Composers tend to ask $/min. so I divided 2 songs into 3 minutes. His original ask was $125/min. but I haggled a bit. From what I see the average for a good composer is $100+/min.
3cd4e9 No.15905630
>>15905618
What you should have done was asked for the musician to provide say, one second clips of music, which can be played with any instrument, and pitch shifted to whatever desired octave, and then arranged into whatever songs you want dynamically
e662cb No.15905636
>>15905618
>paying artists instead of finding and exploiting the desperate
you've got a lot to learn about game development
644351 No.15905645
>>15905630
Lol I may as well just download a music program instead.
>>15905636
That's all I've been doing since middle school. This is the first time I've purchased something genuine without pirating or using obscure sound effects/music. Feels good and saves me lots of time.
3cd4e9 No.15905647
>>15905645
Oh good you got the joke that I was describing individual notes
e662cb No.15905733
12/22
I split the layers into separate objects for ordering
I made a tool to help import Tiled maps automatically
I wasted 40 minutes tracking down a bug caused by using "name" as a variable, which is reserved, and only threw an error when the object was finally destroyed yes I'm mad
c15838 No.15905857
I've been trying to figure out a type of gameplay that blends nicely with a given story. I've been having a lot of difficulty doing this and was wondering what you guys think is the most feasible/practical type of game to tell a story? please no walking sim or vn
e662cb No.15905905
>>15905857
a game where you play a guy who is playing a visual novel
there's no escape, if you try to leave the game it becomes a walking sim
8c6dcc No.15906791
Not to stress anyone, but when is the next demo day?
bd1fbb No.15906876
a15bc3 No.15906993
>>15905905
I'm stealing this idea.
a670f3 No.15907125
>>15901710
/mu/ showed me how to fold.
5f8a44 No.15907199
>>15907162
The usual then.
141bcd No.15907231
>spend several days agonizing over making a fucking scrollbar and avoiding it and procrastinating on dev because of it
>finally my brain starts functioning again
>it's fucking 3 lines of code
Is this a sign that I should quit
0aa516 No.15907244
>>15907231
>spending days over a problem where just three lines of code is the solution
That's pretty normal all things considered
a670f3 No.15907265
>>15907231
Some faggot is going to attempt to destroy your work. Shame they cannot even pop into a good suit.
a7ef29 No.15907440
>>15907231
At least you found the three lines, rather than turning it into a 2000 line abomination. Finding simple things is difficult, everybody can make something retardedly complex.
bd1fbb No.15907488
>>15907440
Bosses don't understand this and you'll get in trouble if you do it the right way. You'll get lectured and threatened to be fired over going with the 3 line solution instead of the 2000 line abomination. Wage slave programmers have to go with the abomination so they can look busy.
4b1798 No.15907643
>>15906767
WAY TOO FUCKING LEWD
b62faa No.15909642
644351 No.15910124
>>15909642
Well it is Christmas and New Years.
bd1fbb No.15910532
>>15910211
Any game developed by someone that would consider adding those kinds of features isn't worth playing. The games suck even without them.
b62faa No.15911745
>>15910124
>Well it is Christmas and New Years
Vacation is exclusively reserved for when Bannerlord/WoW Classic releases.
Until then, all day every day
f535b8 No.15911773
>>15911745
>giving Blizz money to play on their shitty, nerfed, altered, stripped-down client
>rather than playing on a private vanilla server which will be more authentically vanilla than the turd that blizz shits out
Top funny.
e662cb No.15911790
fce5fa No.15911832
>>15910532
True, that's the sentiment of the free market argument. As it makes the process of seperating the wheat from the chaff a lot easier.
e662cb No.15911858
>>15911832
>As it makes the process of seperating the wheat from the chaff a lot easier.
Everything is chaff because niggercattle support and encourage terrible business practices.
a1f97d No.15912050
Make a lot of progress today gamedevvers?
b62faa No.15912140
>>15911745
why didn't you ask me for the potato icon you faggot?
bc0e67 No.15912169
>>15912050
That's a very sad Jew. Can I give him some shekels?
87ac2b No.15912184
>>15912050
Finally got into procedural generation for items.
I can now create different scrolls, swords and shields by calling a single function for my roguelike project.
44b85c No.15912234
Soundcloud embed. Click thumbnail to play.
As a Christmas gift specifically for the Nodevs, here it is. It is a demo-tape that I have been working on since I finished the first album, The Grand Transition. Here I mostly experimented with Stereo mixing on my chiptunes, with the exception of my SN76489 pieces due to how it sounded. I would appreciate if you gave back some feedback other than mixing, because I still working on that. Hopefully, my Christmas gifts would help me on that, specifically. and music is my passion so I do it for free. Otherwise, Merry Christmas and I hope you guys keep working on your projects. Here's a sample of it.
https://soundcloud.com/muscises/sets/the-unattainable-night
e545fa No.15912277
>>15909642
It could be this hideous Christmas theme that scare everyone away.
631d8f No.15912291
0281b5 No.15912396
>>15894099
Loving your work friend
>>15894195
I can't get hair cards to work in Blender 2.8 Reeeeeeeeeeee. I guess it's not important for the final asset, but it's important for visualization.
68b4fa No.15912996
Spent some more efficient to shatter their platform.There's a kind of him. materialistically - which is at the object was wondering: how to do the privilege of underage sluts that they're utilizing it at generic self-praise (child psychology - how on twitter, though I wonder if they are' selves" with the background" kind of codeIs this for some shekels?. /animu/ is so you one and to switch before you want through natural (or unnatural) laws governing it is difficult, everybody can construct a greentext for radicals) as well just talked with the opposite direction of money, spend it a visual novelthere's no one second of the offender.
Merry Christmas, niggers. This, but a live somewhere inside the face, the same. If you have patented these underhanded techniques as to have to learn the bioshock using OpenRA with schoolchild murdering simulator?. Yep. Told him and Kiev, anons. Glad you're there are selected. Previously you will be finished because I have the electro-magnetic field. Possibly ghosts and then re-invest again; building an ideasguy.Don't be for flat shaded mode, and what would probably best morbidly obese, poor, elitist, depressed, racist, schizophrenic, salty, bipolar, unforgiving, and getting them from semi-obscure ambient albumspost asap. tanks. also I'm stealing this and even pop into (((someone))) else's pocket. When you're speaking from the ghost block in the first album, The niggers singing christmas chaika. I still willing to making a walking sim or /k/ fight me, thats pretty good than "muh black triangles"? I want through social conformity for an Hero, Be more convenient with textures though, and saves me how brushes are fat, retarded, no-lifes who disrespect it back some reason.
cb20aa No.15913380
>>15912050
I'm too IQ59 for that.
4884e2 No.15913520
>>15898586
>blocky everything, including bars on containers
>smooth pipes on gun
No, don't.
I think there's a little too much detail on the gun, too, personally.
bd1fbb No.15913788
>>15912050
Yes, I changed the way replays are displayed in the main menu.
>>15912234
This is good. Thank you, Anon.
b62faa No.15914099
>>15912140
because you can just change it later
6d99b7 No.15914628
>Try to build FNA
>VS can't build it because it can't add the project to the solution because reasons
Where the fuck is the MS C# compiler located after I install Visual Studio? I tried searching online but it only gives me command line options. I just want to build fucking FNA
6d99b7 No.15914635
>>15914628
>Complains that the solution file is in an old format
>Have to add a bunch of schema and convert it manually
>Now it loads into the project
>Press F6 to build
>Still doesn't build
bd1fbb No.15914653
>>15914628
>>15914635
What do you expect from VS?
6d99b7 No.15914662
>>15914653
There's a thing that has .c files too, and I have no idea if I have a C compiler or not. I am good at writing code, but this environment and build bullshit always pisses me off greatly
f0d08b No.15914754
>>15914628
>>15914635
>>15914653
I hate VS so much, why can't people use open source IDEs like Codebocks?
44b85c No.15914757
>>15912882
>>15913241
>>15913788
Thank you so much, and good luck on your projects.
e5c186 No.15914762
>>15914628
>Where the fuck is the MS C# compiler located after I install Visual Studio?
C:/Windows/Microsoft .NET/framework/[version number]
Pretty sure VS's C# implementation doesn't use it's own compiler installed along with VS, but the one that comes along with .NET
cf26f6 No.15914860
>>15912050
My vacation started this week so I could focus on gamedev for the past few days. Added a new item, thought of a new puzzle mechanic, planned out a setting, and finally thought of a name for the game: "The Phantom Path". Maybe I'll change it later, but I think I like it. Logo is WIP.
b62faa No.15914941
Just need to texture the hair,horns and ears
e5c186 No.15914948
>>15914860
Name feels just slightly generic, not sure why. Not that I want to meddle too much with your naming, last time I did that your game got named after a bad /sp/ joke I made.
Logo looks nice, though I'm not sure about the location of the word "the". I'd personally prefer my first pic related, though maybe the second one would be preferable to some.
bd1fbb No.15914958
>>15914948
Do you really need the "the"? When I first saw the logo, I read it as "Phantom Pain".
f6cf18 No.15915006
>>15914860
>>15914948
Might want to be careful with that "o"; I don't know if Team Cherry even have the ability to mess with it but that logo might cause problems down the line if you ever plan on selling it.
e5c186 No.15915021
>>15915006
Not only do I doubt they would be pissy about it, I also very much doubt they'd even have an ant's leg to stand on. Keyreal's is clearly inspired by fire instead of a bug, and big round faces with large black eyes aren't an innovative thing, nor does the logo for their game incorporate The Knight's face.
cf26f6 No.15916419
>>15914948
>>15914958
I wanted to use "Phantom Trail" originally but Google revealed that the name is already taken by an Indian comic website.
"Phantom Path" is not used by anyone yet, but does sound a bit generic and this is not the first time someone read the logo as "Phantom Pain".
I'll try to think of a better name.
>>15915006
I don't really think they look similar, but I'll keep that in mind.
bd1fbb No.15919044
Picking a title is hard. Still don't have one for my game after working on it for 2 years. Hoping that it'll come to me as the game inches closer towards being finished.
3cd4e9 No.15919226
>>15914860
Maybe you could lean towards Elven Paths?
b62faa No.15919256
>>15919226
Elves are for gentle bullying
d934e5 No.15920134
>>15910211
You can only patent an implementation, not a general concept. Since there could be a lot of money in lootboxes, you can bet your patent would be challenged if given, and it would work against you if you weren't exploiting it in the market. You just can't beat market forces.
Lootboxes are here to stay. New creative forms of gambling will be created. Less content will be offered for more money. Yet, market forces can't be beat: competition will balance out the greed (to the median audience qualiy demand, which is low). This industry has a very low cost of initiation, so a few good devs every now and then will keep the art alive. Exceptionalism is always rare. The good news is that there's always space for innovation and merit for the talented and skilled.
b96bc1 No.15920152
I am getting an iPad with a pen for cheap (I know that makes me homosexual, don't mention it). Are there any cute dev related apps that allow me to do tasks when on the train etc.?
Pixaki looks nice for pixel at and Animation, procreate seems to be really good an a general art tool.
Are there any good music creating apps for simple melodies and stuff? Anything else that's good and interesting?
d3efd7 No.15920166
>>15919256
>find Original image.
>fucker is still a small jpg
Damn it.
1720a8 No.15920822
I figured out that you can animate height maps in Unity.
3cd4e9 No.15920830
>>15920224
Apple tried to patent all touchscreens by claiming that simply tapping on the screen was a "zero length swipe"
26a4f8 No.15920874
>>15890173
honest advice here, just make a game and release it, even if its just a free shit game on itch.io
don't over think it
6b8f2f No.15921139
>>15920822
Weren't you guys working in Godot?
1847ee No.15921441
>>15921139
Godot 3 has some issues with textures screwing up on really big models, along with its GLES3 renderer not being especially suited to the game.
b62faa No.15921467
>>15920152
caustic 3
It's pretty damn good for a phone app, only ever used the android version, however
31a7d3 No.15921524
>>15906767
Tell me, are you fucking retarded or just a prick? Can you stop uploading fucking 6 MiB GIFs and just upload WebMs.
9e6a7a No.15921837
>>15907231
>Spend 2 months on code
>Thousand lines clusterfuck in the beginning but it becomes more efficient every day
>Manage to refine code into around 70 lines of magnificent beauty
>Show it to friend after he asked what i work on
<"You needed 2 months for just that?"
b62faa No.15921872
>>15921837
showing off your code is like showing off a bad joke
nobody cares how smart it is nor even if it is smart at all
b62faa No.15921975
Momo the cowgirl is taking form her boobs will be larger than this when we import her to unity and apply the new modifiers
bc0e67 No.15922036
>>15921837
He's right. I mean if all you did was work on one feature that's super fucking slow.
fb1b53 No.15922132
>>15922018
>>15922036
At current stage it's 90+ lines of code and it's nearly all the gameplay code, i have maybe 10% left to do. Not that racing games have that much code to begin with but considering i'm a beginner i am rather happy i came that far in just about 2 months.
b62faa No.15922148
>>15922018
Simple you mean lack of detail on the clothes? I didn`t finish the overalls yet, gonna add pockets and shit.
I just want to avoid going overboard and reaching atelier levels of overdesign
b62faa No.15922344
Finally done with the fucking tooltips.
At least, the engine part of it, they are still pretty damn ugly
b62faa No.15922383
>>15922286
Most of the textures that don't match the characters are placeholders until i can figure how to make a more anime style for the environment, it will be fixed, but we consider this low priority
5bb400 No.15922876
>>15889438
>Open up Zbrush
>Load my save from last night
>Pan around the model and mess with the texture values aimlessly for like 30 minutes
>Realize that I've just been wasting time
How's your day going?
cdbf96 No.15923173
I'm a 3D sculptor experienced in zbrush, what's a good guide to get started with hardsurface modeling?
fb1b53 No.15923308
>>15923173
>zbrush
>hardsurface
What in the fuck? Is this some kind of /3/ meme?
3cd4e9 No.15923478
Given that winforms is bloated and broken how hard would it be to make an interface framework of my own in C#? I've approached it before but haven't done a serious attempt yet
74819d No.15923518
R8, H8, Apperci8.
I'm going to use this shit stickman to work on a game, it's not meant to look good it's meant to be a test dummy. The game is going to be a tomb raider rip off. If you know a better way to do a stickman, please share.
8233be No.15923537
>>15922876
What helps me when I find I start doing that too often is to start, whenever I open anything, consciously tell myself, "My goal when working on this is to [X]." Something very particular and measurable.
"I want to finish this model," is a bad goal. "I want to finish the walk animation," is a decent goal.
Maybe I succeed at the goal or maybe I don't. Doesn't really matter, it's not the point. The point is simply to verbalize a goal; having that concrete purpose keeps me from just wasting time.
222d9c No.15923798
>>15923173
>>15923308
The newer versions of zbrush have hard surface tools.
>>15923518
If it's just for testing you'd be better off downloading a proper humanoid model.
74819d No.15923808
>>15923798
I also want to learn to animate.
644351 No.15924088
Here's a video I made for my v0.3 release. I trimmed away patreon so no shillin'.
180d17 No.15924099
>>15924088 (check)
ultra cuteness, are you the VR dev?
d3efd7 No.15924108
>>15924088
Bruh that's some gross ass water.
e4f89c No.15924109
>>15923518
I've never done 3d in my life. But I think if you are going to do body animations it would be better to take real body proportions.
Pleasant body physics is essential part of Pince of Persia/Lara Croft clones.
74819d No.15924118
>>15924109
I'll redo my 3d model tomorrow. I'll base it on pic related.
644351 No.15924119
54e83b No.15924120
>>15924088
How soon are you going to be able to fuck her?
df15db No.15924156
>>15924120
This. It looks like you can force her to give you some bjs so that's a good start!
644351 No.15924165
>>15924120
I cancelled all sex plans. I want to make softer lewd actions instead.
74819d No.15924169
>>15924165
Are you ever going to sell it? Maybe with custom built waifus?
644351 No.15924177
>>15924169
I built this game with the philosophy that I would never turn it into my full time job. I believe in keeping hobbies separate from a job. Also customization is a no no because that makes the project 100x harder and time consuming and you can craft more precise perfect simulations with 1 character in mind. It's just a meme.
1e1194 No.15924239
54e83b No.15924255
>>15924177
You seem like a man of good taste and integrity.
a592e4 No.15924294
>>15893781
tl;dr: they are a bunch of cunts with basic bitch behavior.
2acc14 No.15924318
>>15924177
Your autistic devotion to your waifu is admirable.
d934e5 No.15924913
>>15924177
It's difficult to make porn. You start caring about your creations. Good man.
74819d No.15924915
Anybody here ever made a full game with ioquake3?
786441 No.15924922
The vulkan tutorial I'm going through has thousands of lines of boilerplate and resource setup that I'm not really memorizing. Do I need to be able to do all this intuitively to be able to make use of vulkan or is it Good Enough that I understand roughly the purpose?
That is, can I just use the internet as a crutch for the specifics of what API calls and what resources need to be set with what specific VK_BULLSHIT_TYPE_R8G8B8A8_UNORM_BUT_ONLY_IN_THE_FRAGMENT_PIPELINE_BIT_INFO enum assuming I know what it is I actually want to do?
74819d No.15924924
>>15924922
>Do I need to be able to do all this intuitively to be able to make use of vulkan or is it Good Enough that I understand roughly the purpose?
Probably not but you'll most likely end up memorizing it as you keep using it.
3cd4e9 No.15925095
I made this around a year ago. Maybe it will help some anon out
3cd4e9 No.15925124
>That feeling when you realize you've wasted the last 4 years and still have nothing to show for it
>>15925095
bd1fbb No.15925151
>>15923478
Have you tried WPF? The problem with using a custom framework is that it's not consistent. Users like it when their programs work the way they're used to.
>>15925095
>>15925124
What happened, Anon? Did you give up on your game?
778671 No.15925168
>>15925124
Overcome whatever is anchoring you and Just Like Make a Game™. Though be prepared, those things don't happen overnight
3cd4e9 No.15925181
>>15925151
I like to work with frameworks (eg XNA, SDL, etc). Engines might provide a UI system, but you have to do it "The Unity Way™" or some bullshit. Likewise, WPF is designed for desktop more than games, or else HTML5 driven menus exist. I don't like using web tech to make a single player game.
>>15925151
>>15925168
>What happened
Those are projects I've started and abandoned in the last year alone.
bd1fbb No.15925212
>>15925181
So you're looking for something to put inside a game instead of a standalone GUI? If it's for a game then you have a lot more flexibility.
>Those are projects I've started and abandoned in the last year alone.
Are you sure you wanted to make those games? Did you lose motivation or were they too challenging? What made you want to make those games in the first place?
b62faa No.15925291
>>15925124
It was not a waste, you learned something from it
Do you know what was a waste? The 10 years i spent on college changing courses until i finally took it seriously and graduated, and i didn't learn anything useful other than pajeet-level java programming
2 years working part time at a tiny company gave me much more experience. Whatever you learned making those was not a waste you did more than just assets right?
3cd4e9 No.15925297
>>15925291
I remade the same boilerplate code a dozen times, gave up and moved to a new project with the hope that "this time things will be different!"
3cd4e9 No.15925336
>This time, maybe I'll try OpenTK
>Can either get the source from github, which contains a .sln file that doesn't open and a build configuration that doesn't work, god knows what other dependencies it builds on that I don't have
>Or I can apparently download it with NuGet
>Running Windows 7, with no intention to upgrade because lolspyware
>Can't run half the modern games anyways because of a missing .dll that comes with a Windows update / Windows 8, and the .msu WILL NOT WORK on my pc for some fucking reason
>Visual Studio 2010 is the latest version I can run
>It does not support C# 4.5 or later (it's up to like 7.0 now)
>Can't install NuGet via VS which is what all the guides use
>Try the official command line tool
>It crashes on startup as soon as I run it
<Still stuck using SFML which doesn't fucking support Vector3 classes and will not by design texture filter correctly in 3D so shit will always be skewed
<Or I can use XNA FNA which is still kinda poorly designed
b62faa No.15925344
>>15925297
Have you ever started making a game you actually wanted to play? I think this is very important.
There are 3 things that keep me motivated
>Progress made, this is one of the reasons i make a weekly progress report
>Having a clear vision of the final game and wishing to play it
>Putting a gun against my own head by betting all my savings into it I don't suggest doing this, but it makes sure i don't procrastinate
3cd4e9 No.15925348
>>15925344
Sure but then I become distracted by making things into engine/framework level code
141bcd No.15925375
>>15925336
>opentk
>nuget
>visual studio
>c#
>xna
>fna
>shit,fml
>not making the entire engine yourself from scratch in pure holyC
It's like you never even wanted to make it
bd1fbb No.15925387
>>15925375
>Not writing your own compiler
What are you, a glow in the dark CIA nigger?
4884e2 No.15925405
>>15925124
>that feel
>>15925336
Is there a reason you need OpenTK? It's very low level…
3cd4e9 No.15925408
>>15925405
I don't like the way certain frameworks handle things
778671 No.15925409
>>15925297
>>15925348
Because eventually things will be different. You realize your game idea is shit, learn a lesson, abandon project and start over and over again with new ideas until you come up with a game that is more fun to make than any other and you simply won't want to abandon it.
Gamedev is not like drawing, where you can afford executing a bad idea, because at most you'll waste a few days. A proper game takes a year at best and if you are not able to keep making it, that means there's something wrong with your plan, that you'll either have to fix or abandon the idea completely. Maybe the scope is too big, or you want to have things you're not good at. Try to think about what makes you lose interest in your projects and avoid doing it.
b62faa No.15925422
>>15924088
>Join me in this gross ass still water that probably is the source of every disease known in Mexico shinobu-chan!
pretty nice though, super cute
>>15925348
>Sure but then I become distracted by making things into engine/framework level code
You would have to do these things anyways, what's the issue?
2 years in and most of the shit I've coded is engine, even though I am using Unity. 90% of any complex game is engine, only super simple games like pong, tetris and whatnot are more game than engine coding
How does one even differentiate if a piece of code is engine or game code anyways?
3cd4e9 No.15925440
>>15925422
You unit test every case, make sure it cannot break, optimize it, and then extract it to general code that can be used anywhere
4884e2 No.15925442
>>15925408
Ergo, fuck everything?
Having to redo the entire ecosystem is enough to kill most projects..
3cd4e9 No.15925529
>>15925442
Well for example, SFML is closest to what I want to it. But it has two glaring flaws:
>Build around vector2f, so like I said above, can't use even fake 3d without texture tearing and skewing, unless you build your own custom version of SFML or hook into OpenGL directly
>there are some math errors; I found an issue with Vector3 subtracting the incorrect fields from each other and opened an issue
fb1b53 No.15925558
>>15924177
>I built this game with the philosophy that I would never turn it into my full time job. I believe in keeping hobbies separate from a job.
You don't have to decide between full time job and hobby, there are many places in between. For example i also do 3D as a hobby but at one point i just uploaded my things onto sites like cgtrader without expectations but actually sold a few. I'll do the same with the games i release. I never stress myself out over it and expect to make big dosh, i just do it however i like and then release it for sale and if someone buys it then great and if no one buys it it's okay too, nothing lost.
Treating it like a hobby doesn't mean you can't sell it.
bd1fbb No.15925564
>>15925422
>90% of any complex game is engine
I'm in this boat. I've spent 2 years working on the engine. It works great but the story, stages, art, and sound are all minimal. It's like I'm only just beginning to make the actual game.
d4ce9f No.15925597
Sup faggots, I've been working on this for a while. It's a character for a mecha game I'm making. Share your thoughts, also I suck at texturing.
c93964 No.15925625
>>15925597
I'm gonna be honest with you anon. He looks like Richard Spencer but even gayer and with staples instead of hairs for his eyebrows. Overall it's not a terrible model but fix the face.
7e31cd No.15925634
>>15925625
To be fair, Richand Spencer has the most generic white man face I've ever seen.
fb1b53 No.15925669
>>15925597
If he had armor on i would have thought that's straight out of Oblivion. Model, texture and shading looks are very similar.
b62faa No.15925784
>>15925564
People forget that games need:
FUCKING GUI, Tooltips, Items, Containers, NPCs, Pathfind, Map transitions(seamless or not), Map system, Iteractable objects.
For instance, let's say you wanna make Skyrimjob2
A NPC needs to go from the tavern to his house to sleep
You need a room/road system that can pathfind him from Tavern -> roads -> house
The in-room (tavern table to tavern exit) pathfind you probably can just reuse whatever your engine has, like Unity's NavMesh system
Then you need a door system, that will check if the character have or do not have the key for his own house.
Now just imagine you have to have this faggot go from City A to City B, now you need regional pathfinding too, which considers roads and avoids forests, unless he is really on a hurry and is actually proficient on moving through forests
Then all of this needs to be save game compatible, so if you build a new house, it needs to save that the new house was built and add it to the pathfind again when you load
Shit always seem simple until you actually have to do it. And it all gets extra hairy if you want to enable mods like I do
>>15925597
His eyes are too close and his face too cylindrical, it's like his skull is a perfect cylinder, no jaw definition I am not a anatomy expert, so I can't give proper feedback on what's exactly wrong with his skull
e662cb No.15925814
>>15922148
Simple like mass-produced korean garbage
22c82b No.15925921
>>15924088
Can I beat her up? or rape her?
22c82b No.15925938
5b3092 No.15925940
>>15925921
you can make her angry.
b62faa No.15925941
>>15925921
<Look mom im so edgy
e662cb No.15925947
>>15925941
go be a faggot somewhere else, korean-dev
5b3092 No.15925957
>>15925941
>slaying vampires is edgy
b62faa No.15925979
>>15925957
Vampires are misunderstood, no bully
bd1fbb No.15926006
>>15925784
Transitions are the main difference between a game that looks like it's finished and one that doesn't. When actions in video games are first programmed, they happen instantly. There needs to be a queue that the action is going to happen. Having an enemy hit instantly instead of having an animation that shows that it's striking is annoying and unfair for the player because they have no way to react. It takes time to implement transitions but even simple ones make the game feel real and not like a prototype.
5b3092 No.15926020
>>15925979
>posting the inferior scarlet sister
smh tbh fampire
e662cb No.15926060
>>15926006
> When actions in video games are first programmed, they happen instantly. There needs to be a queue that the action is going to happen.
More nigger-tier advice. All animations have to be based around instant actions if you want decent gameplay, or else you get animation-simulators.
b62faa No.15926064
>>15926006
I was actually talking about transitioning from Map A to Map B, either by loading Map B while Map A is active (and later unloading it when the player gets far from it), or unloading Map A and then loading Map B.
Either way, yeah, adding to the list:
Animations, syncing different animations, combat ai, attack special effects, movement, character controller, actions, queueing actions, syncing actions and animations
The more you think about it, the more engine code you find that needs to be done.
We could either ban any game more complex than a calculator, or rename the thread to Amateur Engine Development General
3cd4e9 No.15926082
>>15926064
/agdg/ - Amateur Gameengine Development General
4e558d No.15926099
>>15926064
>>15926082
/aeds/ - Amateur Engine Development Station.
bd1fbb No.15926100
>>15926060
>All animations have to be based around instant actions
How would it be done otherwise?
c6f64a No.15926102
>>15923518
>>15924118
probably want to make the proportions equal to human anatomy (u can still use boxes for ease of use, but, larger torso/head and more reasonable shoulders).
There's also base models you can utilize on polycount wiki under the modeling/bases section (useful when animating).
>>15924088
very cute, as always
>>15925597
>body
the proportions are way off, look at reference pics
>face
the ears are off center, the jaw/lips are jutting out too much, the lips are too wide (corners of mouth should line up with the inner corners of eyes), and head is too small (not wide enough) for the shoulder size of the model.
Also, legs look off (skipped leg day and has tiny hips for that shoulder size), and knees are too low (should be slightly higher, see chart).
Texture work isn't bad tho, and hair is nice
3cd4e9 No.15926108
>>15926100
>>15926060
Is it not just a case of taking two instants/keyframes and interpolating between them, in the most simple case?
f0d08b No.15926185
>>15926060
Confirmed for non-animator, nothing happens instantly because of anticipation (which are a few frames less than one second). Even walk/run cycles have anticipation.
c6f64a No.15926296
YouTube embed. Click thumbnail to play.
>>15926060
>video
>All animations have to be based around instant actions if you want decent gameplay, or else you get animation-simulators.
flow of animation, windup/telegraph/anticipation, and the (dis)ability to interrupt animations all contribute to mechanics and combat feel.
It depends on the game.
>>15925422
>90% of any complex game is engine
pretty much
>How does one even differentiate if a piece of code is engine or game code anyways?
Well, game code can be generic, it can be optimized, and it can be unit tested.
As, everything done in ECS is then defined as "engine code" if game code can't be those things >>15925440
It's a blurred line imo.
Game code is code that actively contributes to in game functionality.
Engine code is code that directly implements a generic solution for a wide-spread problem.
Engine code is say, a generic AI system (pathfinding, decision AI like utility based or behavior tree, etc).
Game code is say, using that AI system and calling its functionality by an agent; as to implement that AI agent's behavior. However, you can make this behavior generic for all agents (reusable), it can be unit tested, and you can optimize those calls (call every x/amt ticks, etc).
>>15922383
it's not just the environment man, but yeah… u guys do u.
75fe34 No.15926336
MotionBuilder 2017 or 2018?
Is there even any noticeable difference?
c6f64a No.15926357
a37b93 No.15926429
This needs to be a monster in a game.
b62faa No.15926431
>>15926296
You guys are very ambiguous with the style issue, so i assume this is probably because most of the cloth textures are not custom, i am using some leather/cloth textures from textures.com and those have no baked shading like the hair textures have, also there is the difference in shading styles (celshading for hair/skin realistic shading on ubershader on everything else), this is because we were testing those materials, they looked good individually so we kept them all as placeholders.
The final product will have a consistent style, it is mostly a texture/shading issue, but it will take time to get it right and we want to build as much content as possible during the next months instead of making the little we have prettier.
ac0440 No.15926585
hello smart anons. I want to make a dungeon crawler type game, but have pretty much 0 coding experience. What should I start learning first?
e662cb No.15926590
>>15926585
Probably suicide, and then if you fail you're ready to start devving
b62faa No.15926602
>>15926585
If you want to make it to sell i advice against it, the dungeon crawler genre is bloated with indie games.
If you just want to make it for fun and you don't really expect anything from it then first learn basic programming, make pong or some simple games before trying to start your project for real.
ac0440 No.15926630
>>15926602
What language though
bd1fbb No.15926646
>>15926585
Learn how to program and learn a library for making game engines. If you want to use a pre-made engine, you can do so but you won't have as much flexibility.
e662cb No.15926648
>>15926630
C, anyone who suggests otherwise hates you and is trying to get you to fail
b62faa No.15926694
>>15926630
There is no definitive answer, each language exists for a reason, don't be an extremist like
>>15926648
C# would be easier to learn than C, if you really enjoy programming and want to go deep into it learning all possible ways of optimizing and making the best code you can then you can go for C.
e662cb No.15926697
>>15926694
this guy hates you and wants you to fail
bc0e67 No.15926756
>>15926648
>>15926694
C is not optimized and is a garbage hack created by the same dullards who made UNIX. At least C++ gives you features you'll actually use. If you want a real language (thats alive still), go learn OCaml/Haxe, Clojure, or even JS.
bbff39 No.15926768
>>15926756
>If you want a real language, go use JS
ac0440 No.15926773
>>15926768
I know nothing and even I felt he was bs'ing when he mentioned JS lol
bc0e67 No.15926780
>>15926768
>>15926773
Better than (((unix))) shit.
c6f64a No.15926852
>>15926756
>JS
>real language
>pick one
>>15926630
Python is pretty much the easiest language out there, but it has some annoying syntactic conventions.
The reason I mention it is
>0 coding experience
It's great for learning the very basics of programming, and getting the jist of what programming is (to get into the "mindset").
So, it's not suitable for making games, but great for learning the basics.
After you get comfortable, switch to a compiled language; preferably a C based language (C, C++, C#).
This is because they're the most widely supported by game engines (specifically C++ or C#), they're compiled languages, and a whole library of reasons that I'm too lazy to list.
I have experience with all of these languages and I much prefer C# for game development.
b62faa No.15926855
>>15926585
The easiest way to accomplish it would be probably Unity, but strictly to 2D.
It got tilemaps (or it's going to release soon, don't know), easy to put code on stuff, tons of tutorials on about everything about it
So you better get started with c#
Don't expect anything from your first 3-10 attempts. Keep your prototypes small
Try to make an actually fun and engaging gameplay cycle
Don't worry about engine choice, unless you got 10 years to spare
0861e5 No.15926879
>>15889438
was the agdq logo designed to look like the autism logo on purpose?
c6f64a No.15926903
>>15926879
it's (((pure coincidence)))
c6f64a No.15926908
bead94 No.15927166
>>15926102
>>15925784
Updated
>>15925645
I want to take you seriously, but your flag speaks otherwise
>>15925625
Worked on the jawline
32dd00 No.15927223
c6f64a No.15927322
>>15927166
face and body look better
legs still look off because of pants and the texturing of the green thing.
It makes my brain think the knees are lower than they probably are (thus, legs look wrong in that perspective).
Arms look a tad too long, but that may just be the knees messing with my sense of perspective tho.
On the head, the back of the neck where the cranium meets the base of the neck should be more curved inwards (as the curve of the cranium visibly meets the neck muscles)
The lips generally looks a bit jutted (character has underbite), and the brow ridge looks underwhelming.
Look at references attached
c6f64a No.15927331
>>15927322
also, pic of what that face looks like w/o drawn jaw overlays. also more brow ridge details
3cd4e9 No.15927873
Suppose this is a 256x256 heat map for whatever value, where 0 = empty, 255 = full
If I wanted to pick a cell based on the heat map (so I'm eg more likely to pick a cell with 255 than with 10), I'd pick a row randomly (most likely the one labelled 66), and then pick another column within it randomly right? Like this is a 2D distribution it should be fair?
bd1fbb No.15927958
>>15927873
It wouldn't be fair because it would be weighed to the value of rows. A cell would be more likely to be picked if it has bigger neighbors in the same row. Store the sum of all the cells. Pick a value randomly from that sum. That value will be the index of your cell. So if you have 3 cells like {1, 2, 3}, you'd pick them randomly in {122333}. In this case, you have a 50% chance of getting 3.
3cd4e9 No.15927985
>>15927958
I guess my question was just asking if you can break it up into N dimensions and still have it be fair.
I remember implementing a weighted RNG that used a fair dice and an unfair coinflip to make it work; in this case it rolls two numbers which should have a parabolic distribution, assuming the random function itself is fair, no?
8ffba3 No.15928021
>>15925597
Looks pretty good for 2004
3cd4e9 No.15928510
>>15928444
What do you mean? I put the rows and columns on my image for the sake of reference.
In my post, I described exactly what you just said: choose a random row, then choose a random column, using the appropriate weighting.
549d37 No.15928620
>>15927331
Got a link to more of that?
3cd4e9 No.15929199
In a fluid simulation, let's say I have two adjacent tiles with 80 and 140 units of air. In one tick, how much should flow from the source to the adjacent tile?
99b406 No.15929200
So did you get any progress done on your game?
4e558d No.15929205
>>15929200
I got progress done on my engine
99b406 No.15929216
141bcd No.15929243
>>15929200
I made progress reading manga and getting new reaction images, like this one that inexplicably suits the occasion
3cd4e9 No.15929252
>>15929200
I realized that instead of having 1 solution with 3 projects for my game, I can instead have 2 or 3 solutions, but each one hooks into different projects, so the code is left synchronous, but eg one project can safely ignore a changed build chain
3cd4e9 No.15929321
Oh yeah also working on fluid flow, this shit's annoying
b62faa No.15929389
>>15929200
Every day brother
We gonna add dirt on her white clothing as she works on her ranch making it look like cow patterns, she will start the day with clean clothes and end with full cow patterns
3cd4e9 No.15929424
>>15929389
>A loli farm sim where the girls gradually become farm animals
I'm strangely okay with this
bd1fbb No.15929440
>>15929200
Yes, I made progress on the menu today. There's still a lot to do. The only reason I made progress was because I went out. I had nothing but my laptop with no connection so I had to work. It's a lot harder to make progress when I'm at home. I need to get out more so I don't get distracted.
b62faa No.15929441
>>15929424
No, thats not it, they are mostly monstergirls and they don't become anything else.
I am saying Momo's clothes will get dirt on them while she works, and this dirt will make it look like cow patterns
864f3e No.15929502
>>15929389
>cowgirl
>braid
>Bow in her braid
Patrician tier
37279a No.15929583
>>15929200
Work is slowly picking up so I didn't code as much as I wanted. Also I think I'm slightly depressed with the lack of light, hopefully daylight can only get longer now.
I at least made so units can turn correctly and fixed a bug with script time evaluation where it would go twice as fast, and a another one where some unit would have their script evaluated twice.
Now time is running fine across simulation.
I'll probably think about unit explosion and particle generation, and effect with laser on shield. So many stuff to do…
53b611 No.15929683
>>15929200
A little. After procrastinating for a while through the holiday season I decided to completely abandon the 3d animation tools in Godot and just rely on Tweens this is not advice, this is just what works for my specific use case. Once I get through the animations for this gun it should be smooth sailing for a little while. I wish I had someone who could manage the art. Programming is the fun part. Art always slows me down.
dd5971 No.15930333
>>15928620
yeah, it's on cg peers, look up " Master Anatomy with Ryan Kingslien"
04d0b8 No.15930399
>>15911745
jesusu christo, fix the framerate
22ms is horrible
e662cb No.15930491
>>15930399
dumb shit, anything chugs along in the unity editor while recording
a15bc3 No.15930517
what's the opinion around here on twin-stick shooters, top-down, sci-fi theme with some basic gear, skill tree builds?
I've got the input controls very responsive and the OpenGL 4 rendering working.
Also any good recommendations on an immediate mode GUI for OpenGL? I've been using ImGUI and it's quite good but not very customizable in terms of themes/graphics without digging down into it's guts.
74819d No.15930528
>>15930517
>what's the opinion around here on twin-stick shooters, top-down, sci-fi theme with some basic gear, skill tree builds?
It's nice, make it.
141bcd No.15930883
Where can I find a networking tutorial that does not use libraries/frameworks, and also explains how networking works, not just how to do it in a specific OS.
Basically I just want to make a simple chat program and understand how/why it works (and not take a 7 month course to get there), I'll figure it out myself from there.
141bcd No.15930887
>>15930883
Also C language preferred.
914e7a No.15931143
>>15890173
You could try starting by modding another game. This can give you at least some experience in most of the areas of game development, as you'll be able to test your ability with level design, game design, balancing, coding, art and music skills, etc.
7240b5 No.15931181
>>15930883
You'd create a Stream object (typically a bytestream) and read or write to it. You'd have to open a network socket and supply an IP address to do so. The hardest part is managing async code between two clients. Even on a local machine with two clones and a server its not guaranteed to be in sync.
t. C# fag, but the general concept applies
b52864 No.15931186
>>15929200
Downtime kicked me into getting something done. I had been stuck trying to decide how I wanted to fix the problem of inconsistent puzzle behavior stemming from the order in which entities act. I had solved most of it by having entities that are attempting to step into another entity's tile make that entity step (if they were being pushed and are flagged as being pushable or had a pending movement input, etc) but that didn't cover more complicated things like ice blocks or pull blocks and I didn't want to bloat out the step function covering every special case.
So now I first check what entities are trying to do and store how many other entities that move is dependent on, then execute them in order from least to most. Pretty simple and works perfectly for the cases I wanted to cover.
bd1fbb No.15931192
>>15930883
>>15930887
You need to use at least the library that the OS provides because you don't have direct access to the hardware. Networking is done through through the kernel. Because of that, the code is OS specific. Libraries exist to fix that.
This is the best guide on networking that I have found: https://beej.us/guide/bgnet/html/single/bgnet.html
13b0eb No.15931195
13b0eb No.15931204
>>15931192
Well fuck me with a noodle. you beat me by a minute.
b62faa No.15931407
>>15930399
It runs better when the unity overhead is not fucking the fps
Still we are aiming for 60 FPS, so there will be optimizations if it drops on the final game.
4884e2 No.15931683
>tfw can think clearly again
If only for a few days..
I'm convinced my day job is actively sucking my soul away. How do anons cope?
141bcd No.15931694
>>15931192
Anything that just explains the concepts and doesn't make a 8 paragraph story about them while inserting star wars references instead? This is exactly why I fucking hate books with a passion and would never recommend anyone read one to learn programming.
141bcd No.15931698
>>15931683
>How do anons cope?
By escaping reality and pretending everything's a-ok
7240b5 No.15931728
If i had a tile with 140 /255 units of water in it and an adjacent tile with 80/255 units of water, how would i determine how many units could flow every update/tick/second?
Obviously it would equalize at 110 each but I'm not sure how long it would take
b62faa No.15932004
>>15931728
Let me tell you my friend.
Give it up unless you want to go deep down into the wave mechanics rabbit hole.
There is no "easy and kinda works" solution that don't look like shit or is super slow.
I've been wanting to add water simulation to my games for years, been thinking of solutions or workarounds. Either you go full physics on this shit and make a working model or you give it up because there are no easy solutions that look good.
Maybe I am just too autistic and want a too near perfect system, either way, a idea:
for each tile
- map all the tiles that will give water to it
- - sum all input and have a proportion ready for how much each tile will give
- map all the tiles that it will give water to
- - sum all output and have a proportion ready for how much each tile will get
use some sort of viscosity value to limit how much water can flow each cycle
use some sort of math to decide how much will flow in and out from each tile using these proportions.
I am not sure if you should even consider the input proportions and only consider the outputs or not.
I never tested this strategy, I just came up with something on the fly. It might not work at all
Hopefully the colors will help shine some logic into my autistic scribbles. I started calculating stuff for the middle tile but ended up finishing some calculations on the top right corner.
Good luck, this shit is not simple at all
I can't really spend too much time thinking about this
656501 No.15932025
>>15931728
It sounds like you could do a comparison of each tile with its neighbors. If the tile has more water than its neighbor, then move some water to the neighboring tile. If the water levels are equal, do nothing. You could be super lazy and just set it to flow at a constant rate, like 1 unit of water per tick. You could also do something a little bit less lazy like this:
Find the average between the two water levels, in this case, (140 + 80) / 2 is 110. Then subtract the average from the greater water level, 140 - 110 is 30. Then divide the result by 2, and move that much water from the first tile to the second. So 30 / 2 is 15, so the new water levels become 125 and 95, respectively. Then on the next tick, you would find that the two tiles are still not equalized, so you would repeat the whole process. The second time through would result in the same average (125 + 95) / 2 is still 110. Then, subtracting 110 from 125 would give 15. Dividing by 2 gives the result 7.5. Rounding up gives 8. Moving 8 units of water from the first tile to the second gives new water levels of 117 and 103, respectively. Then this would repeat until you have 111 units of water in the first tile and 109 units of water in the second tile. At which point you would ultimately move 1 unit of water and the two tiles would have equal water levels. You could easily tweak this, too. Instead of dividing by 2 each time, you could use a larger value for a slower flow rate, or a smaller value for a faster flow rate. This would let you emulate a more or less viscous fluid, if you wanted.
You may also want to consider what happens when there is an unequal amount of water between the two tiles, such as 141 units in tile 1 and 80 in tile 2. Then there will be 1 unit of water "oscillating" back and forth between the two tiles. Or if you use floats, you could have 110.5 units of water in both tiles. Be careful when rounding, as you may unintentionally gain or lose a unit of water.
Also, a disclaimer: I don't know exactly how this will behave when you have many tiles adjacent to one another. It may give you some strange behavior depending on what order the tiles are updated in. This is just something I thought of in about 30 minutes so it's probably missing some logic. If there's another anon who would like to add to it, please do.
As >>15932004 said,
>There is no "easy and kinda works" solution that don't look like shit or is super slow.
This is a quick and dirty solution that will probably run reasonably fast, but it is not a perfect simulation by an measure.
b62faa No.15932076
>>15932025
>It may give you some strange behavior depending on what order the tiles are updated in
some sort of double buffering could solve that (doing all modifications on a new array of values, and then replacing the whole array all at once)
but unless you can solve all the water in the world in a single buffer, you would just move the order issue from tiles to 'regions'
7240b5 No.15932216
>>15932004
>>15932025
I did try this once before and I had a similar approach. I wont be using floats so it will be stable (likely an int or long). I was planning on having a coefficient for flow rate, with 1.00 being either 50% or 100%. Pressure difference will probably affect the flow rate multiplicatively.
I want to be able to model heat, temperature, pressure, and differing fluids including gas and liquid. Ideally it could use the same system but they may or may not be used in tandem.
b62faa No.15932249
YouTube embed. Click thumbnail to play.
>>15932216
>I want to be able to model heat, temperature, pressure, and differing fluids including gas and liquid
Just settle for particle simulation, or get a PhD in physics and fluid dynamics before even attempting this shit
7240b5 No.15932283
>>15932249
But SS13 did it ;3;
f0d08b No.15932293
>>15932249
Nah, you don't really need to go that far. A book/course in thermodynamics will do.
b62faa No.15932299
>>15932283
I bet it's a simple and dumb system like "fog tiles that spread X times before stopping" or "spreads forever unending but all of them dissipate on a timer" and so forth
There are plenty of dumb and simple alternatives
53b611 No.15932317
>>15932216
Just like, solve the Navier–Stokes equations lol.
37279a No.15932642
>>15932317
Funny thing is that I was reading some info about smoke and this paper came up.
I have been watching explosions videos and from what I've observed:
- Initial flash
- Smoke ejecting (vaporised particles) -> Lit up inside out (light emission) -> Lights going out (outer inside)
- Additional small light particles emitting sparkles (like in fireworks) or debris particle, both leaving some smoke trails
- Air shockwave (bonus render)
I should be having a full quad render with 2 framebuffer for this, which is a different case from the laser since it's fine if color is "bleeding" over the geometry this time, I think.
The more I go forward, the more there is small details that require a bunch of work, but I should prevail.
7240b5 No.15932671
>>15932299
Nah they do try to simulate it but Byond code is a special hell, like a retarded offshoot of Python that uses stuff like path names to define variables. And its a weakly typed script language. Awful.
cc5c82 No.15932717
>>15930883
basically every single OS uses the same API for networking with very minimal differences. You can literally use the same code on all platforms with only a few ifdefs to get it working.
https://docs.microsoft.com/en-us/windows/desktop/WinSock/getting-started-with-winsock
These tutorials will literally work on linux and BSD with only a few minor changes in API names that do the exact same thing.
3135c9 No.15932780
>>15931694
>This is exactly why I fucking hate books with a passion and would never recommend anyone read one to learn programming.
Try good books like TAOCP or SICP. A massive problem with programming books is that too many complete fucking morons think they are qualified to write them, so you get swamped in utter shit. Now add that beginners are by definition unable to judge the quality of a source and you get the current mess.
7240b5 No.15932797
>>15932780
I saw a book on java make a joke about "What is syntax? No its not the fee the government charges for your smokes and beer"
cc5c82 No.15932844
>>15932830
Can you explain? Most of the differences that I found was very minor stuff like function names, a windows "closesocket" is a posix "close", or having to call WSAstartup at the beginning of your code, which doesn't need to happen in posix.
cc5c82 No.15932877
the way I set it to non-blocking, is this way:
#ifdef __SIGMA2_WINDOWS
{
unsigned long tmp = 1;
(void)ioctlsocket(sock,FIONBIO,&tmp);
}
#elif defined __SIGMA2_UNIX
fcntl(sock,F_SETFL,O_NONBLOCK);
#endif
I don't seem to have any issues with it. But maybe I will run into it eventually.
8ffba3 No.15932943
>>15931728
you could have a second grid keeping track of current flow rather than volume it'd be like a flow direction matrix made up of vectors. So you would update the current flow grid based on adjacent tile volumes (lerp the direction vector towards summed lowest volume, if you wanted to go nuts you'd put something here about reflection off of higher volume tiles).
Then you would update the volume grid for each tile based on the magnitude of the direction vector at that tile, getting the amount of volume you took away from that tile, splitting it up into parts based on which way the direction is facing, then adding it to the necessary adjacent tiles (the smaller the magnitude of the vector, the more water is spilled to all adjacent tiles rather than just in a particular direction).
This way you can manage how much water is spread per tick based on the magnitude of the flow vector, and if you add a bit of friction by removing a bit of flow each tick it will eventually settle.
Also if you have the flow map, you won't have to worry about mathematic commutativity fuckery because it separates the original volume matrix completely from the updated volume matrix. (It won't matter the order that you update the tiles as long as you do the flow matrix first)
Of course this is all theoretical and I've never fucked with fluid dynamics before so good luck lmao
3cd4e9 No.15933036
Had a chance to work on some ideas ITT.
This is looking at the delta between a tile and its neighbours. It levels off, but doesn't settle fast enough
b62faa No.15933065
>>15933036
make so that if the difference is less than X, then both tiles get to have the same value.
Since this causes order issues, just alternate right to left and left to right when iterating through them
3cd4e9 No.15933072
Oh god
>Count increases while it's running, creating water
>It stabilizes correctly
HOW
3cd4e9 No.15933110
Here's a slightly more clever approach with spaghetti code
>Iterate from N=1 to second last index, increment by 2 each time
>At the last index, we actually wrap around to N=0
>At each check, take the average of the cell and its adjacent tiles, and write to them
3cd4e9 No.15933118
>>15933110
Eventually stabilizes on high volume counts but not small ones
f6055d No.15933304
So after spending a few hours with it I figured out how to make unit mobility noises. I cut up and looped some existing track and engine noises, the result is pretty good, and a huge mass of tanks will cause the volume of this sound effect to increase without creating ear rape. I still need to figure out how to make it so units can have sound effects that play once after a unit begins moving and after it stops, but talking to the ORA devs this will require some custom scripts.
Also apologies for the shitty video quality, ORA doesn't seem to like OBS. Also apologies again for the shitty terrain, it's a work in progress.
1102db No.15933863
I just realized I forgot to give my character models ears and I can't stop thinking about it.
4e558d No.15933869
>want to use cyrilic characters in text print function for what essentially amounts to a pun
>have to heavily rewrite text print function, numerous keyboard and joystick related functions, change encoding and patch several compiler issues
53b611 No.15934352
I'm looking for thoughts and feedback on an idea and implementation.
In my FPS I want to minimize the UI, which includes the crosshair. However because I use a raycast from the center of the screen to determine what object the player is looking at, when I go to pick up a small item it takes a moment before I can actually set the exact center of my screen precisely over the hit box. This will become less of a problem when I have item-highlighting-on-hover but it will still be fiddly, especially for small items.
My solution is to have a cone hit box coming from the player's camera like a spotlight. For each item colliding with the cone the angle between two vectors is taken, one from the center of the camera straight out, and one from the center of the camera to the center of the item. The item that corresponds with the smallest angle gets highlighted and is picked up when the player clicks. If the raycast from the center of the camera is colliding with an object everything else is overruled and that item is selected. This still allows for precise selection, but less precision is needed in general. Also, because items are picked up one by one, it's easier to pick up lots of little items by centering the group on screen and clicking a bunch of times.
786441 No.15934699
STL fucking sucks. C++ never should have existed.
74819d No.15934766
>>15934699
What's your problem?
786441 No.15934917
>>15934766
std::array is my problem.
74819d No.15934926
>>15934917
What's wrong with it?
786441 No.15934936
>>15934926
Seems to be missing some things I thought would be there, like if I have two constexpr functions returning std::arrays, I thought I could do constexpr addition on them, but I can't. There is no implementation of operator+ between two std::arrays.
74819d No.15934938
>>15934936
Can't you just use a vector?
786441 No.15934955
>>15934938
No need to do it on the heap and dynamically size the collection, the contents are known at compiletime since its addition between two constants.
74819d No.15935016
>>15934955
Ask on StackOverflow.
b0d4d4 No.15935019
How would shading effects like cel shading and outlines work with a ray tracing renderer?
b62faa No.15935265
>>15934352
just put a 3 pixel diameter dot in the center. make it transparent or something.
There is nothing good about a FPS with no crosshair
3cd4e9 No.15935374
>>15934936
So you want to add the contents between two arrays? Can't you just make a static utility function?
644351 No.15935808
>>15935019
Cell shading is easy just clamp the reflections after getting the normal and light vectors. Outlines would just be testing for a bigger shape behind the main shape with the outline.
b62faa No.15935882
Items actually spend
The command bar clears up when you spend it all
The command bar now shows what is equipped
878f7b No.15935973
what do you think about "artifical yank"?
i.e. making game mechanics too videogamey on purpose, emulating the engine limitations of older games instead of spending time fine-tuning everything for unobstructive but a bit soulless gameplay
b62faa No.15935978
>>15935973
depends entirely how you go about it
e662cb No.15936056
>>15935973
>artifical yank
>videogamey
>soulless gameplay
I don't worry about intentionally adding any of that stupid shit because I work on game instead
3cd4e9 No.15936096
Worked on my GUI stuff. What I'd like to do is design it so that it is purely logical (eg user or other code draws it), and have each control "opt in" to groups of events. For example, why should a label waste memory defining a number of MouseEnter events when they are non interactive?
Right now, I only have the "cursor" working, but I am not confident in my implementation. It is event driven, however. The Cursor behaves exactly like a mouse, except it isn't a mouse. So, I have a number of user-defined button states it can have, as well as the XY and Z positions (wheel). The notable thing is that the UI stuff should be completely detached from the game window and system Mouse events, you could have eg a 4 player game and each player has their own cursor
fbeb27 No.15936325
>>15934352
Instead of messing with collision detection, just use the dot product of the players view direction and the direction of objects in range. Then you can smoothly increase the object highlight visibility as it gets closer to the center of the screen. >>15935973
I think I know what you mean. Dishonored and Thief both have climbing mechanics, but Dishonored is streamlined and easier to use, resulting in a very mobile character. If Garret was as fast as the Dishonored protagonist, the game wouldn't be balanced. Another example of limited movement is the rank controls in the classical Resident Evil games.
3cd4e9 No.15936356
>>15936096
https://hastebin.com/duqunebiru.cs
I tried to mess around a bit more and get a simple thing going for making any control able to gain/lose focus. It feels like a lot of boilerplate for what amounts to changing one value
53b611 No.15936482
>>15936325
The dot product makes a lot of sense. I'll still have to mess with collisions to detect nearby objects, but it will be a sphere collision rather than a cone.
644351 No.15937815
Happy New Year's /agdg/ may we continue to bash our skulls into our keyboards.
74819d No.15937830
>>15937815
Happy new year.
I'm definitely going to bash my skull into my laptop as I'm planing on making a copycat of Tomb Raider and I'm going to have to learn about Inverse Kinematics and engine making with Irrlicht, Bullet and OpenAl. Also 3D modeling. I plan on being able to run the game on my Thinkpad T410 so I can't use Godot, Unity or any other engine.
74819d No.15937833
>>15937830
Positive point though, I already know how the story starts and ends.
3cd4e9 No.15937887
>>15937815
Happy New Year!
Instead of working on literally any productive project, I generated all the valid colors for the SNES (0..32 RGB, for 32767 colors, at least that's what SM goes by)
d934e5 No.15937921
>>15937887
What a fun waste of time!
0281b5 No.15938146
>>15929200
I keep redoing my characters faces and then thinking about using another set of assets I already made a while back, but they are like 16k tris and the new ones are only about 8k, I'm wasting my time and should be finishing my architecture, all my architecture.
65ae7b No.15938452
>>15931728
A quarter of the difference between the two, plus half of the flow in the previous frame.
55bf26 No.15938467
>>15937815
Happy New Year's!
I hope this will be the year where we (at least those of us who haven't yet) graduate from being nodevs.
b52864 No.15938618
>>15937815
Happy new year!
>>15937887
Neat. I did some CLUTs ages ago from the palettes on the wiki, maybe they'll be useful to someone.
3cd4e9 No.15938958
>Remember that fluids and gases settle according to their approximate densities
>This means that heavier gases fall and lighter gases rise
Oh motherfuck, this is going to be awful to simulate
b62faa No.15939007
>open Unity
>all scripts are broken
>it was all working yesterday
>my brother's project is working just fine
>having to reimport all assets
>if this fails i will have to delete everything and download the entire project from the cloud
3cd4e9 No.15939041
>>15938958
No wait, this only applies to liquids. Gases don't sort themselves out, thank god.
3cd4e9 No.15939049
I can't even find consistent information here
f3fd9a No.15939096
>>15939049
look up thermodynamics on one of the many .edu websites, and the micro/macro states that emerge out of the predictable chaos due to systemic interactions; for more info on what the second answer was alluding to.
Or, to go into more detail, micro states in a thermodynamic system (closed system) compose the potential set of states which "macro states" emerge from; or what that second answer is glossing over… basically: IT DEPENDS.
It depends on which particular micro states sequentially emerge within the set of potential micro states that make up a potential macro state which is all due to the gradient of unpredictability in a universe with the uncertainty principle (too many branches of potential at all levels of detail to say, "it will always form layers", unless you have some axiomatic constants to always get the same results - so mimicking said properties at a higher level of detail with constants to always get the same results).
That first one's grammar is seriously fucked and I can't stand reading it; so can't really comment on that one.
3cd4e9 No.15939105
>>15939096
I just want simple fucking gas diffusion without having to model quantum thermodynamics
d934e5 No.15939111
>>15939105
Honestly it sounds like you're overthinking it. If you don't want to go that far why are you even reading that shit? Look up some fluid simulation algorithms.
f3fd9a No.15939134
>>15939105
Simulate from a high level, and abstract it to its basic fundamental properties.
As anons have mentioned… utilize fluid simulation.
Or, just abstract out properties you want to utilize into simple logic, and go with that.
Though, the more complex and accurate you want it, the deeper the math (logic), and the more layers of detail/systemic interactions you need.
The basics of how I get started is:
Have a flow field (simple, directional vectors per cell, these can be changed via noise like curl noise, via particle interaction, via gradients, via just setting them, and so on) which particles interact with.
Gas (particles) that are heavier than the floating threshold sink (or flow against the vector dir of a flow field cell, but are still pushed in a dir by the flow cells).
Gas (particles) that are lighter than the floating threshold float (or flow with the vector dir of the a flow field cell).
So, buoyancy factor for a particle.
Also, flow cells can have "flow strength" (length of flow vector) for variable "flow strength" in your flow field.
There's lots of other little nuances you can work in there too, but that depends on how deep you want2 go.
Get the basic shit working, and build up from there.
f3fd9a No.15939143
>>15939134
>The basics of how I would get started is
correction
65ae7b No.15939187
>>15939041
Why wouldn't they? Cold and hot air sort themselves out because they have slightly different density.
3cd4e9 No.15939210
>>15939187
Density is a fixed quantity, is it not?
d934e5 No.15939211
>>15939187
They do. The atmosphere has layers, and helium goes up.
b62faa No.15939236
>>15939049
I have neither proof nor the knowledge on the subject, it's just a theory that neatly explain the situation:
They would probably will settle after a million years, or very fast under very high gravity (not pressure, gravity).
A good way to think about it is viscosity.
Very viscous liquids would never settle in the moon, but would in a very high gravity place.
Gases probably behave similarly
f3fd9a No.15939289
>>15939210
Depends which phrasing of density you mean, and what level of detail you're looking at.
From a high level the actual particle density of a cube of air is like a gradient, or a flow field if you segment it into squares/cubes.
It depends on how you define the gradient and how stable it is, but in terms of pressure it'd flow towards a less pressurized environment.
The energy/state of a particle has a large influence on its behavior in said environment, and the patterns we can reliably predict to emerge.
From a low level it goes into the micro/macro states of thermodynamics and a bunch of other shit… i.e. it depends.
>>15939187
They do, at a high level view.
At the low level it's due to different amounts of thermal energy and thus the activity of said particles; which means their interaction with other particles (hot bounces around more, cold is less (thermally) energetic and comparatively has sluggish activity which means it "floats" around rather than "shoots" around; meaning "hot" air spreads out faster and "cold" air settles/meanders).
Density of air in this sense is due to the eventual distribution of particles; which is in this case due to the thermal energy of said particles, their behavior, and their subsequent particle-to-particle interactions (which on average a pattern emerges, a predictable macro state of hot air rising, and cold air settling/low-energy meandering).
f7a1c5 No.15939293
>took several months off refactoring minecraft's vanilla code
>looked at it again few nights ago
>couldn't remember anything I did or how anything works
>still managed to fix a problem I got stuck on those months ago
times like this I'm not sure if I'm an idiot or an idiot savant
but I got vanilla ores to occupy a single id differentiated by metadata, and I think I should be able to integrate the hashmap I was testing to set the texture index, item to drop, and quantity
I spent a while thinking about how classes should be split up for blocks
vanilla there's nearly a class for every block
maybe a class for identical types, all ores one class, dirt/clay/grass one class, gravity blocks (sand/gravel) same class
b62faa No.15939357
Textured, now the boring phase of splitting the model into single equipable pieces and adding physics on hair
3cd4e9 No.15939927
We're on page 12. Probably no harm in making a new thread a few minutes early.
Fuck I'm burnt out from making nothing. I can't seem to create anything
fecd7e No.15940600
>>15940593
>>15940593
>>15940593
NEW BREAD
>>15939927
>I can't seem to create anything
>no harm in making a new thread
>doesn't even put in effort to bake a new bread
really gets the noggin' joggin'