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

File: b2f0ac9b61e4523⋯.jpg (36.26 KB, 500x500, 1:1, agdg_Just_like_make_game.jpg)

File: 554e4bb967ab073⋯.jpg (14.21 KB, 255x209, 255:209, a lonely man.jpg)

e14890  No.15993425

lonely edition

Resources

>>>/agdg/

>>>/vm/

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

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

Links

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

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

>Previous thread: >>???

Announcements

>QUARTERLY DEMO DAY SCHEDULED FOR February 2nd

>Please contribute to the wiki if you can

e99916  No.15993547

File: 770163742f0d618⋯.webm (8.01 MB, 1280x720, 16:9, 2019-01-13 22-18-47.webm)


0c75cc  No.15993844

>>15993767

The best time to be devving. By the time you finish your game the crash will be over.


974b68  No.15993855

>>15993767

>Letting gloal economic factors influence your autistic passion project


05ae1d  No.15993868

Making a game is an absolute waste of time. Go write something useful like a compiler or a renderer. And for God's sake don't use some proprietary or huge ass engine and/or library.


e15741  No.15993877

File: d3eedea509853a5⋯.png (401.78 KB, 500x556, 125:139, ClipboardImage.png)

>>15993767

>posting cuckchan wojack edits


568237  No.15993886

>>15993767

The best time to invest is the bottom of a recession. Like wise, the best time to make a game would be in the dip when AAA is weak.


ff03e8  No.15993995

File: f010eebf3774f4b⋯.png (7.21 KB, 250x200, 5:4, dbv.png)

Dragon Ball /v/ is looking for coders to help finish Climax

>What is Dragon Ball /v/?

We are a thread dedicated to running a Dragon Universe server, a BYOND dragon ball game. Dragon Universe is closed-source and has many problems, so we've decided to make our own game using an older codebase called Climax.

>What is the gameplay like?

Imagine if SS13 was made by a bunch of weebs. You punch, do blasts and beams, and get gains.

>What are the major differences between DU and Climax?

Climax adds a host of new races to play, a new skill tree and style system, and a touhou-esque custom blast attack system.

If you are willing to help us, then please pop into the thread >>15759560 or the gitgud https://gitgud.io/dankus10/Finale


15ec33  No.15994006

You got your demos ready anon?


8b5ef8  No.15994158

>>15994139

>>15993767

They're not denying that a crash would occur, it's just that they acknowledge that it would be beneficial to them because other devs (especially AAA types) will be brought to a lower level. Easier to compete


e15741  No.15994172

>>15994139

I just think you're cuckchan cancer that needs to go back where you came from.

>>15994006

Nope!


acea94  No.15994190

>>15994139

>cuckchanner does not understand history

The crash, as it happened, only affected AAA. Hobbyists still remained. Hell, gaming was barely affected in Europe, since PCs were the majority of the market there, and many games were made by a single dude, who sent a floppy to a publishing firm.

Would the buyerbase be affected? If you're normalfag garbage like Undertale or a Hat in Time, sure. But if you're small time, and your work spreads from hobbyists to hobbyists on obscure indonesian clay-sculpting forums, you won't be affected, since the normalfag market affected by a crash was not going to give a shit about your game anyway.


624595  No.15994194

>>15994006

I wanted a demo to be out but it's too much left to do in two weeks, especially since it's a networked game and I haven't figured out how I want to do public servers. You can connect to others via IP, but I don't think anons want to hand their IP to other anons on a Vietnamese manga social media platform.

>>15994158

A crash of indie would also be good. Chase out the cucks and trannies and replace them with people who want to make comfy vidya.


652cdc  No.15994208

>>15993767

>>15994139

So are you reddit or cuckchan?


f19ef1  No.15994230

File: 08fefcdd48c151d⋯.webm (331.33 KB, 900x506, 450:253, Shell.webm)

I've created a basic shell. Before too long you'll be able to crack open the wifi, scan the network to find the anti-personnel turrets, force your way into the ssh, crack the root password and "sudo rm -rf /* –no-preserve-root" to put it out of commission. Or you could just shoot it.


e99916  No.15994275

File: a145244add15047⋯.mp4 (7.82 MB, 1280x720, 16:9, 2019-01-14_01-37-01.mp4)


652cdc  No.15994457

>>15994361

High impact games tried that. It didn't work. Now fuck off back to reddit.


df2154  No.15994520

>id+ filter

>2/3 of the thread disappears

Great start to the thread.


556431  No.15994524

>>15994520

People need to just ignore smelly dumb wojakposter scum.


0a3124  No.15994537

>>15994520

>>15994524

cuckchan wojaks should be a bannable offense if they aren't already


556431  No.15994542

>>15994537

They usually are, but the mods tend to leave large hours of non-activity which leads to Bruce spam and Aaron posting his own butthole everywhere.


652cdc  No.15994546

>>15994542

That's are because the mods are all mark pretending to be other people inb4 criticizing him suddenly wakes him from his slumber of ignoring cuckchan


627f8f  No.15994834

File: 58c21dab9ce057b⋯.mp4 (3.25 MB, 640x544, 20:17, Figure 1 14-1-2019 11_34_2….mp4)

Uni has rekindled my love for coding

Check out my game, my Patreon will be live soon


627f8f  No.15995086

File: 33e8b3583ea33f3⋯.mp4 (7.97 MB, 640x544, 20:17, Figure 1 14-1-2019 14_30_3….mp4)

>>15994834

I can move now

I should be learning for this course


3212db  No.15995091

>>15994834

>Patreon

Nobody here is going to give you money. Try cuckchan or reddit instead.


627f8f  No.15995094

>>15995091

Nigger I am programming a game in fucking MATLAB of all languages did you really think I was seriously begging for money for this piece of crap


71c21a  No.15995098

>>15995094

>tfw your game is so good that /v/ thinks it's too polished for patreon.


627f8f  No.15995173

File: 4db0bc10891adbd⋯.mp4 (5.85 MB, 640x544, 20:17, Figure 1 14-1-2019 15_23_0….mp4)

Added custom sized blocks, and can now play music and place blocks in front of me

>>15995091

GIVE ME YOUR MONEY

>>15995098

Top wew


3f411b  No.15995279

>>15994834

>Patreon

Kek. Is there actually any non-lewd videogame that even makes money on Patreon?


627f8f  No.15995392

File: 9bebd4fc9132332⋯.mp4 (6.49 MB, 640x544, 20:17, Figure 1 14-1-2019 16_46_3….mp4)

Built in bullets and auto despawn, I am done for today. Fucking hell.

>>15995279

I can remember a few that were funded successfully, but I can't remember the names.


07e401  No.15995423

>>15995392

Nice doom clone брат.


423798  No.15995570

Posting previous thread number for archiving purposes: >>15940593


24d933  No.15995715

>>15994275

>>15993547

Should make your flares unrealistic so that when they hit something they stick there and act as a light source. It'd help with seeing shit too


8c2ae0  No.15995866

Any of you go to trade school to learn how to program? I’m curious.


42f19c  No.15995925

File: dd37e7c166a95a4⋯.png (96.23 KB, 1286x782, 643:391, entityAI.png)

File: 8aaf2cc008fa01a⋯.jpg (112.24 KB, 640x814, 320:407, what the fuck is going on.jpg)

>hey I know what I'll do, I'll try to add an AI task

>let's just see how entity AI is done and… oh

>oh no…

without ANY of these fields being named I don't think I can figure out how this is supposed to work at all, the float and ints are the only ones that really matter, and I'm sure some of them are x/y/z coordinates but would require rigorous trial and error to find out which is which


058581  No.15995947

File: 91a8ecbb6ba3566⋯.jpg (53.21 KB, 261x257, 261:257, tired.jpg)

So I passed intro to cs and now I'm in object oriented programming. Planning on starting to just like make game when I finish this class in two months. Will my knowledge of coding basics/fundamentals be strong enough at that point for this to be a good idea? (For reference, we're currently learning about multi-dimensional arrays)


410683  No.15995994

>>15995925

Those variable names are the work of an asshole. I don't know why anyone would do this, unless their AI is programmed to function for every fucking cell in the game by hand. I'm pretty sure that's not what this guy is intending to do, I have no idea why anyone would name shit like this. I tried something like this once as a joke for a college programming class. The professor took one look at my variable names and handed it back to me. He said either I could use sane and descriptive variable names or he wouldn't bother to read it and just give me an F for the project. Good times. Copy the code, then use Find+Replace to replace ALL instances of these fucked up variable names with something more unique so it becomes easier to read. Do it with the goddamn functions and classes as well since func_50077_h is some bullshit. It's not you anon, it's this code being full of worthless variable and function names.

I can tell you right now "field_50085_a" has a lot of shit going on, and should probably be EntityFunction or someshit instead of gibberish. "field_50083_b" appears to be a part of the x,y,z navigation, but can't really tell from that snippit. "field_50082_e", "field_50079_f", and "field_50080_g" all are getting grouped together when passed, so I imagine they are most likely coordinate data. "field_50084_c" appears to be used as switch or flag to keep track if the AI should be active or not. "field_50081_d" and "field_52011_h" appear to be variables used to help determine the game state to see if the AI should continue being active. I'd need to see more of the code to understand more, but from this little bit, this is what I would guess.


6963a5  No.15995995

File: 919ab57f5c89e8e⋯.jpeg (38.46 KB, 500x332, 125:83, 20acd289_funny-black-guy-….jpeg)

>>15993868

>Making a game is an absolute waste of time.

Heh I wonder what some anons think that making a game is a smart idea other than a hobby.

The market is oversaturated, everything has been done, games of starting developers are in the thousands and they all are shit except for a few maybe.

Most people wouldn't even download your pixel game if you make it available for free.

You are better of in being a writer or artist than in being a game developer unless you work for a gaming company.

At least with writing or creating art you can create a fanbase and make a game based on that as a hobby if it becomes succesful.


42f19c  No.15996099

File: 385ab7129350f9a⋯.png (2.6 KB, 64x32, 2:1, pigman.png)

File: 7554a5618904996⋯.png (2.94 KB, 64x32, 2:1, pigzombie.png)

>>15995994

It's probably the result of deobfuscating, and an incomplete list of mappings, but still my brain just short circuits when I see this shit.

Already renamed the one function because it clearly returns whether or not to make the entity sit on a tile entity (or if tile entity is sit-able) and is checked in func_50077_h.

Also in my searching through other things, I found that there was another NPC planned, with a skin already made, but never implemented.


42f19c  No.15996267

File: d6d22fc59394cb2⋯.png (91 KB, 1278x788, 639:394, cleaner.png)

>>15996099

This looks much better.


21c1a7  No.15996279

>>15995947

sorta

you're going to have to sit down and learn how to like make game and you'll simply have a better understanding of the words you are reading


2f579e  No.15996300

>>15995925

Tell me who did this disgusting shit so I can find him and call him a degenerate fag


8ba180  No.15996307

>>15995947

The amount of programming knowledge you need depends heavily on what you want to do. So the question is, what kind of game do you want to make? Tictactoe is extremely simple to implement using just print statements in a console application, but I assume you are imagining something a bit more involved. Tictactoe is a great place to start though so don't knock the idea completely

If you want to make something that's not very graphics-intensive, like say a text-based rpg, then you probably do have enough knowledge to get started. If you want to include some simple 2d graphics, you could learn how to use a framework like SDL, or you could save yourself some headache and use a game engine such as Godot, Unity, or Unreal. Making a game in 3d is probably too involved for your first game, but not impossible. I would steer you towards something simpler, though.

If you've only had a fairly limited exposure to programming, I suggest that you use an engine like Godot or Unity to start learning. I think they support C# and some other OO languages, but I don't know all the specifics.


21c1a7  No.15996396

>>15996307

fuck unity

tell me one game made in unity you play and like


8ba180  No.15996416

>>15996396

Cuphead, Darkwood, and Hollow Knight were all made with Unity. I won't argue that Unity isn't plagued by shovelware, but you can still make decent games with it. Although in order to get the most out of the engine, you may need to invest some time in learning how to best use its functions. I personally don't use Unity, though.


e14890  No.15996420

File: a5188fbd82e61e9⋯.png (50.14 KB, 675x547, 675:547, sad cat.png)

>>15996267

>uselessFeline

>>15996396

Parkitect. Unity is just a tool, although you can argue that its developers are greedy.


f19ef1  No.15996435

>>15995947

Clone a simple game. Tetris, Lunar Lander, Asteroids, etc.

This is also a good way to learn the very basics of OpenGL or a given engine. You can clone Tetris in both Unity and Godot to figure out which you like more.

>>15996307

If you're using Godot you're using GDScript. C# support isn't fleshed out and the documentation is lacking.


7e9655  No.15996457

>>15996420

>Parkitect

explains why it runs so shitty


9a5989  No.15996476

Anybody got one of these drawing of a body that I could use to 3d model, it needs to be a female body. Please.


449ac7  No.15996515

File: f3dbdd68e631e7f⋯.jpg (1.97 MB, 1840x2598, 920:1299, f3dbdd68e631e7f68da3a06af4….jpg)

>>15996476

Just base it off the anime loli bodytype. That is the perfect female form.


3f411b  No.15996533

>>15996476

Search for "ortographic reference female" in any search engine and pick one of your liking.

Optionally you can download free 3d base meshes like for example here:

http://wiki.polycount.com/wiki/BaseMesh


3fc824  No.15996544

>>15996515

>says a minor is the perfect female form

>posts a lewd girl that looks like she could easily be an adult

pick one, CIAnigger


449ac7  No.15996632

File: 0f7b9c9eab91536⋯.jpg (335.61 KB, 1920x1080, 16:9, 9dc108e8db282221f6761dd020….jpg)

>>15996544

Not my fault all the hormones in the water are making kids sexy.


9a413e  No.15996675

>>15996632

Maybe the hormones are making you a pedo instead. :^)


1345f5  No.15996872

File: 1df79ba81141101⋯.png (402.63 KB, 698x1252, 349:626, helix jump.png)

>>15995995

Im pretty sure all nodevs are aware of this. It's near impossible to become successful even with a moderately good product at this point, and most agdg projects are far from being good products. /agdg/ is about pursuing autism for the fun of it. If you wanted financial success, you would probably have a good shot by shoveling out primitive mobile games like pic related, eventually something might stick.


9a413e  No.15996965

>>15996872

Terrible advice. Passion projects have more chance to resonate with a moderate audience than an app in the bloated mobile dumpster fire.


725d16  No.15997027

>>15996396

Cities Skylines

But indeed, fuck Unity.


0b8e10  No.15997063

>>15995995

>writing

>not the most oversaturated market by a mile

what? writing a book is much easier than a vidya.


1345f5  No.15997085

>>15996965

The vast majority of agdg projects simply do not have the polish and quality you would need to reach any sort of audience, the passion does not matter at that point. Sure there are exceptions but 95% falls into this category.


9a413e  No.15997110

>>15997085

That wasn't my point though. Better to make the game you like than mobile crap.


1345f5  No.15997177

>>15997110

Absolutely


dcdc89  No.15997265

Hello Lads,

I started the learnopengl.com tutorials recently, so far I've been working through them. My end goal is I want to create a Dungeon Crawler in a Doom Style engine. After I have a solid grasp of the graphics part I want to get into the actual game programming paradigms (I hear object oriented is shit tier which I've kinda thought was true already), relevant maths to get a grasp on, etc?

Any of you peeps have the good reads / tuts about that kind of stuff? Devblogs you follow, good talks, stuff like that?


974b68  No.15997327

>>15997265

>Dungeon Crawler

Have you ever played a game called Mordor? If so, what are your thoughts about it.


1345f5  No.15997336

>>15997265

For your game logic, use an entity component system (ECS). A simple, single header one:

https://github.com/redxdev/ECS

And a full featured, production ready one:

https://github.com/skypjack/entt

Using an ECS is really easy once you understand the basic idea.

As for rendering, it is vital to wrap all of your API code, be it OpenGL, Vulkan, DX etc. in a clean, modern C++ package, or even better, use a good existing wrapper. Going through a tutorial series like learnopengl is good to understand the concept, but you should discard all of the code you wrote while following them before beginning your engine.


dcdc89  No.15997376

>>15997327

I can't say that I have though looking at vids of it on YouTube looks pretty complex.


974b68  No.15997401

>>15997376

I grew up playing a lot of shareware games as a kid. That was kinda my bread and butter dungeoncrawl experience. Nobody else seems to have played it. I did attempt a simple clone of it a few years ago but I didn't know very much then


dcdc89  No.15997449

>>15997401

You gotta keep at it man, the world needs more Dungeon Crawls especially one made with love.


974b68  No.15997464

>>15997449

I originally was going to make it in XNA, then FNA, but I don't like the framework as much as I want, so I'm doing a simpler puzzle game in SFML right now, though it's been a few months since I made truly significant progress on it.

A pseudo 3d effect would be difficult with SFML because it doesn't do 3d texture sampling, that is textures get skewed because they only push XY vertex coordinates and forces Z to 0. It's a shitty implementation


858b17  No.15997529

>>15996396

Hollow Knight, Infinifactory, Cuphead, Furi, Teslagrad


e15741  No.15997718

>>15996396

When some "modern artist" takes a shit on a canvas and calls it a statement against homophobia, do you blame the canvas or the artist?


e0152c  No.15997832

File: ecb9501c57d9299⋯.png (1.28 MB, 1928x1048, 241:131, oy.png)

File: 816dda75693efe6⋯.png (1.68 MB, 1928x1048, 241:131, jayworld.png)

File: 258f4c5eccdd74d⋯.png (1.71 MB, 1928x1048, 241:131, where the jaypickel floats….png)

help


058581  No.15997945

File: df7951aaad895c7⋯.jpg (521.32 KB, 800x800, 1:1, p5_girls6.jpg)

>>15996279

I've tried to make game without coding knowledge for years. Doing these classes has helped me contextualize a lot of what I was tryin and failing to do so I think I have a good chance if I go back to it.

>>15996307

I've made a text-based RPG for an open-assignment. Or at least, a rudimentary combat simulator for one. This a short list of it's features:

>DnD style combat (the whole project was based on DnD rules) involving attacks, MP consuming attacks and limited HP/MP restoratives

>Character generation

>Monster generation

>Loot generation

It's real basic, but I made it and it works with no bugs.

>>15996872

Everything you've just said is backwards.


9a5989  No.15998242

>>15996533

Thanks m80.

>>15996515

No, I need something realistic.


2803da  No.15998383

>>15994006

At best it will just be the exact same demo as I posted last time, but with Vulkan support.

>>15997265

Learn about procedural programming and DOD. Use as few abstraction layers as possible, work on your linear algebra skill since you need it to write such an engine. Design patterns are a meme and don't really mean anything. So don't waste too much time worrying about them… just write your code. The memory layout of your data is really what you should think about. Thinking about paradigms and design patterns just obfuscates what is really important. If you have a good memory layout, your code will be designed well. If you have a bad one, it will be designed badly. That's all there is too it…


9ace6c  No.15998481

YouTube embed. Click thumbnail to play.

Video shows my first UV mapped material on a mesh, using a generated texture. I need to learn how to export from Blender to Godot, otherwise I just get a mesh without the material (and texture).


b1898b  No.15999096

>>15995947

if you understand variable attribution, variable read, branching and jumps, you can make a game

for c#

var myvar = 0 <-attribution

myvar = myvar + 1 <- read + attribution

if(myvar > 10) <- read + branching

myMethod() -< ""jump""

This is enough to make literally anything, it only becomes a question of how much time and willpower you have.

The actual main skills a programmer needs is abstraction and reduction

Being able to reduce a problem to the smallest operations and being able to abstract a "problem space" into a bunch of variables


31ab73  No.15999111

I have a design in my head. I keep slacking and focusing on random unimportant shit and I've missed 3 demo days because i havent made it interactive enough.

How can i plan or schedule myself better?


ad3e3d  No.15999344

>>15999111

set timers, dubtripsman. It's what I do. Set a timer (I use my phone but you can use whatever) for when you start and when you stop working, and then when those go off, you drop everything and only work on what you scheduled.


058581  No.15999356

>>15999096

Well I guess I'm ready to get started then becaus I can do all of that. We're practicing abstraction and reduction in class right now so I've got those bases covered as well. Thanks anon, I know what I'm going to be doing this weekend.


e15741  No.15999373

>>15995947

Online tutorials are your friend. I've never taken a programming class in my life and I'm doing just fine. Think about what you want to make, break it down into simple components, look at tutorials for how other people have made similar things, and try to replicate it. Most importantly, change it as you do. Don't just copy a tutorial 1 for 1, but adapt it and personalize it. Actually think about how it works and how you want YOUR version to work.


a39dd6  No.15999379

>>15999111

Different things work for different people. I'm terrible at schedules and doing things at/in a specific time, but it works for some people apparently.

Managing lists works for me. For example I take things from my todo list and put them into what I call "quest" list, and I only work on things in the quest list, not the full todo list. There needs to be only a small and manageable amount of things in the quest list at a time or else it won't work. It also helps that when I'm done with a task, I move it to a "done" list instead of deleting it, makes me feel more accomplished for some reason. I heard of someone who does something similar, except they write tasks on paper and then cross them with a marker when done.

So anyway, for your problem instead of only taking tasks that I feel like doing, I could take a few things that I want to do and a few things I need for the sake of demo together.


59b948  No.15999509

>>15998481

Mesh import is pretty finicky at the moment. Right now the khronos gltf 2 exporter for blender is your best bet for materials, but the only exporter I could get animations working on was the better collada exporter.

Someone was working on assimp support for Godot, which would allow importing of a huge number of file types, including .fbx.


652cdc  No.15999529

>>15999096

>variable attribution

Who in the world calls is that? Might as well call it "quantum number mechanics"


652cdc  No.15999546

File: 35e20557ccb0ed4⋯.png (641.04 KB, 640x640, 1:1, happy mouse.png)

>>15999356

>>15995947

Also keep in mind that college will always steer everyone towards being completely interchangeable and replaceable pajeets. They'll take something simple and add fifteen design patterns over it because if everyone is using the same method of obfuscation, it sort of works.

It might be a bit too early for you to think about, but at the least be aware that you're being taught that everything is an object, objects are similar to nouns, and nouns do things to each other. It's simple to teach but then they take their teaching tool and apply it to actual projects and programming has been shit since at least the 90s because of this.


009aab  No.15999552

>>15996435

I tried to clone tetris in godot a while ago but could never figure out how to make the blocks aware they couldn't descend any further


974b68  No.15999564

>>15999546

I like to think I use OOP code correctly inb4 someone pipes up with >THERES NO PROPER WAY TO USE OOP CODE :^)))

I like to think of classes as packages of data and operations to use on that data, rather than as some sort of abstract class. So I'll have a Vector2 class, a Rectangle class, maybe a PlayerProfile or something like that, obvious concrete things. I'm not going to implement an IServiceProvider<ConnectionContext> or whatever meme bullshit the standard library has


009aab  No.15999572

>>15999552

I wasn't using an array to represent the game area either I was using nodes where the blocks were represented by further subnodes of solitary squares


e15741  No.15999576

>>15999552

>Two dimensional array.

>One value if empty and another if occupied.

>Each tetris piece keeps track of its own current location on the array.

>When the piece wants to check if it can move, it checks if the tiles it wants to move into are occupied or not. If so, it prevents movement.

>Piece is also prevented from moving if the place it wants to move to is outside of the bounds of the array.

Doesn't sound too hard an issue to fix.


37b708  No.15999588

>>15999572

>I wasn't using an array to represent the game area either I was using nodes where the blocks were represented by further subnodes of solitary squares

That really doesn't sound operationally any different than an array. You should be able to do the same sort of thing on a bunch of nodes as you would a bunch of array indices.


652cdc  No.15999591

File: 2b3234f4deb9a35⋯.png (21.09 KB, 404x292, 101:73, nintendo switch bios.png)

>>15999564

That's called just using objects. I use them too when it's convenient. Languages designed around objects, where everything is an object, and a program is just objects sending commands to each other, makes everything more difficult than it actually should be. Generally, game development is harder than software development, so it doesn't matter as much when you bring your java/nodeJS pajeetery into writing a fancy time tracking tool but games tend to collapse under their own weight much faster.r


974b68  No.15999894

So for my puzzle game, since I'm wholesale stealing ideas inspired from others, I've hit a little design issue.

Each object associated with a player will all respond to that player's input. For example, if player 1 has 12 objects, then they'll all move left when he presses left, similarly for player 2 if they control any. So there's basically two styles of control going on here, which is fine. However, I don't necessarily see the value of having a "player 2", since the original game very infrequently had two-player levels, and in practice it meant controlling both sets at the same time with a keyboard.

I would like to support it though, because you can come up with some rather unique levels, but is it that bad using two WASD controls on a controller, like using the ABXY buttons to simulate arrows? I also have a replay manager that handles replays/input but I don't know whether it makes the most sense to put player input on the root object, in the replay handler, or buried on a player status object somewhere


37b708  No.15999923

>>15999894

You're saying you want to use, say, the D-pad for Object Set #1 and the face buttons for Object Set #2, or the left stick for Object Set #1 and the right stick for Object Set #2? I don't see anything wrong with that whatsoever.


974b68  No.15999927

>>15999923

Yeah that's it, plus maybe the shoulder buttons for particular actions.

I can't remember playing a game with a setup like that so I don't know how awkward it might be


dcdc89  No.16000324

>>15999927

Maybe add a modifying value that allows you to toggle between the two quickly?


1345f5  No.16000443

>>15997945

>Everything you've just said is backwards.

How so? Do you honestly think the average agdg project has a reasonable chance of becoming a financial success? You can't be this delusional. Im not knocking agdg and im a nodev myself, but thinking you will earn money doing this is unhealthy.


974b68  No.16000452

>Have a Status object that contains gems, score, time, player inputs

>But also have a Replay manager that reads/writes to player input depending on whether its recording

>Can't just fire a (1) and done thing to move input to inputLast because it wouldn't provide enough of a time window for client behavior to update it

>Solution is to just remove replay handling from this part of the engine and push it down into the client code's responsibility


90b6f7  No.16000632

hello faggots.


90b6f7  No.16000634

has anyone ever made a turn based movement for an action rpg?


ad3e3d  No.16000750

>>16000634

Jade Empire, Technically. I suppose you could count VATS from Fallout 3 and up as turn based.


90b6f7  No.16000755

>>16000750

aren't most SNES jrpg actually turn based movement (like FF V)?


058581  No.16000763

>>16000443

Because before Steam shut down the API that let Steam Spy function. We could easily see moderately okay games made by small teams make decent enough sales for it to be considered a successful project (with the limited insight we have into these projects, of course). Maybe not successful to the point where it completely funds the next game, but still profitable .

Then, talking about principles, if you want to just shovel out mobileshit puzzle games hoping something sticks, then maybe you should just get a regular programming job. Because then at least you're guaranteed to make money until the day your employment ends.

>>16000634

Does FFXV's wait mode count?


974b68  No.16000771

>>16000763

>That one time last year WoW left an API open and someone iterated it and got all the subscriber data and found they were leaking subs and most accounts (like 30% or more) were alts or bots


1345f5  No.16000865

>>16000763

I don't have the numbers on hand but i recently watched a >GDC talk about steam sale figures in 2018 and it's grim, the market is practically dead for almost all but the fringe cases and huge publishers. One of the headlines from that talk was that the average gamedev who has his game on steam makes significantly less than minimum wage.

>if you want to just shovel out mobileshit puzzle games hoping something sticks, then maybe you should just get a regular programming job

I will never do that kind of stuff, i was just saying that it is more financially viable, going from the assumption that you want to make money from this in the first place


90b6f7  No.16000896

>>16000865

Not viable for San francisco california SJW faggots.

I can buy a new home with 30k where I live.


e14890  No.16000929

>>16000896

Yeah, that's what I don't get, the internet is almost everywhere, it seems like cost-to-live can be wildly different.


05ae1d  No.16000941

>>15999373

>online tutorials

NO FUCKING NO

don't listen to this dullard, online tutorials are HEAVILY segmented and almost have no material describing the functions or the reason for the implementation. It's all source code.

Read a book, unless that book is also shitty. Books are hit or miss, try to find one on amazon that has good ratings.


90b6f7  No.16000947

>>16000929

80% of my cunt makes less than 500 bucks per month.


8b5ef8  No.16001053

>>16000941

You should just use multiple resources at once. Books are sometimes outdated.

It's a good thing because you spend time applying the stuff you've learned to make it work on modern systems.


90b6f7  No.16001056

File: e72e0259fb2687f⋯.webm (793.34 KB, 1024x600, 128:75, aurelio.webm)

pls rate.


974b68  No.16001088

>>16001056

SS13 clone when


68e596  No.16001354

Unity and Prefabs are pain in the butt

>have separate camera object and player object (camera follows player by default but it can toggle for example to security camera or cutscene)

>weapon models are attached to camera and they show whenever tracked player equips weapon

>whenever player picks up weapon it adds monobehaviour for that weapon that handles ammo, reload, firing behaviour, etc.

>now I want that monobehaviour to fire, for example, a rocket

>whoops! you can't magically summon a prefab from script, either put every single possible prefab reference to a player or load them from resources folder


652cdc  No.16001394

>>16001354

scriptable objects might alleviate your suffering


974b68  No.16001415

Spent most of the night working on some library-tier code for my engine. this is to make working with tiles and actors easier for other client code I will write, a sort of mini API. Does it look decent or is it shit?

https://hastebin.com/jageqowive.cs


68e596  No.16001424

>>16001394

ok so what do I do is

>define a scriptableobject

>make a scriptableobject asset with reference to prefab

>instead of adding weapon monobehaviour to gameobject instantiate scriptableobject asset and summon rocket projectile from it

is that right?


af86f3  No.16001431

>>16001056

Your perspective mapping looks wrong, but I'm not sure if its meant to be like that.


652cdc  No.16001495

>>16001415

>regions

It's shit. That'll be 500 atoms. Personally I'd make those static functions and pass in a map as a variable

>>16001354

How would I know? I just give out advice, I don't know how to do it :^)


f0a409  No.16001520

>>16001424

>instantiate scriptableobject asset and summon rocket projectile from it

If I understand correctly, when you instantiate it you lose the original asset's references. Why can't you load from the resources folder?


a5507b  No.16001539

File: 6d39163b9d972ea⋯.gif (2.99 MB, 270x333, 30:37, nope.gif)

>>16000929

there are legit reason because talent pool etc - most people don't want to move cross half the country to bumfuck nowhere for a indie gamedev job.

and woke indie devs need to be in sf for the status of course.

>>16000941

that's why you read 2-3 for the same topic, after a while you can distinguish the good ones and you get different perspectives/approaches.

>>15996396

star trek bridge crew. also their new ECS approach looks interesting for the performance boost alone.


68e596  No.16001570

>>16001520

It kinda messes up my folder structure. I would have tons of explicit resources folders just for keeping prefabs I want to instantiate ingame. I'm gonna try making a scriptableobject for keeping prefab references and if it won't work I'll just deal with it.


e36c45  No.16001788

File: 4acda21647b2a93⋯.gif (858.81 KB, 320x240, 4:3, yidYPoHXLq.gif)

>>15998481

Mesh imported, material imported, texture had to be manually exported but overall works. Making a door and camera mesh, then getting back to code.


2a0231  No.16002320

>>16001056

Use ortho scale nigger


656b0a  No.16002329

>>15997265

This series for vector & matrix math

http://blog.wolfire.com/2009/07/linear-algebra-for-game-developers-part-1/

There's 4 parts, but it unfortunately does not cover quaternions.


974b68  No.16002472

>>16001495

I had a system kinda like that but it seemed like I had to qualify two references to change any data anywhere which seemed wonky.

I need a way to search for actors by position and maintaining a jagged array seemed best, even moreso than a dictionary (due to how I index them by coordinates, I'd have to create a tuple object for every check and operation, no good). I also need to sort them by position which is why I have the single array, that's for updating.

There can only be one actor per tile, but and actor may use several tiles


07e401  No.16002888

File: 7a5c8158d6b1626⋯.jpg (28.58 KB, 698x541, 698:541, 024940ebc6a8e6a46171c85252….jpg)

>>16001056

Gone Homo/10


e99916  No.16004150

File: 2a8b75870ecc6f2⋯.mp4 (6.74 MB, 1280x720, 16:9, 2019-01-16 21-47-55.mp4)


6bcdb0  No.16004454

ay, how many fags here bothered to make their own game engine?


07e401  No.16004480

>>16004454

At least 2, that one robot 3D platform guy and the Sigma engine developer.


5d3076  No.16004605

File: 10ca30556f74a66⋯.png (214.02 KB, 1366x768, 683:384, Untitled.png)

>>16001056

oh fuck i have someone to dev against now

>>15998481

>>16001788

Working on a surveillance camera mesh, this isn't getting finished tonight I don't think. Work soon.


f80e18  No.16004821

>>16004454

I made my engine in C++ and SFML. The engine is done so I'm working on the other parts. Haven't shown the game off yet. Maybe on demo day if it's presentable enough.


74d139  No.16004851

>>16004150

Your video made me check discord


df9286  No.16005278

Last thread there was a bit of a freakout over the Unity TOS change.

They recently put out some updated info (they updated their TOS again) that I thought anons would want to see if they haven't already:

https://blogs.unity3d.com/2019/01/16/updated-terms-of-service-and-commitment-to-being-an-open-platform/

As far as I can tell they listened to the devs that suggested fixes in this thread:

https://forum.unity.com/threads/recent-tos-update-blocks-the-use-of-spatialos-to-make-games-in-unity.610447/

Rundown:

>TOS changes are per "yearly" version e.g. unity 2018, unity 2019, etc

>transparency, TOS per version on github

>use any service you want

>however, unity will not offer support for non-partnered services

>improbable/spatialOS are no longer in violation of TOS

SpatialOS drama:

>apparently they were violating their trademark, and falsely claiming to be associated w/unity and/or a "partnered service"

>apparently they were violating the old TOS (supposedly long before the insidious December TOS change)

>no longer in violating of new TOS due to easing up of restrictions, and they rectified trademark issue

New TOS, the changed part, which is section 2.4:

>Unity developers are free to use any service offered to Unity developers (each, a “Third Party Service”).

>Unity does not have any obligation to provide support for any Third Party Service provider or Third Party Service under this Agreement.

>Third Party Service providers may not, without Unity’s express written permission:

>(1) use a stylized version of any Unity name, trademark, logos, images or product icons, or other Unity-owned graphic symbols;

>(2) use a product name confusingly similar to a Unity product or that could be construed by Unity developers as being a Unity product or service; or

>(3) create or use any marketing materials that suggest an affiliation with, or endorsement by, Unity.

>All use of Unity’s trademarks must comply with Unity’s Trademark Guidelines

Take it as you will tho


627f8f  No.16005660

File: 2cc63997197836d⋯.mp4 (13.17 MB, 1904x1044, 476:261, Figure 1 17-1-2019 14_45_2….mp4)

Behold: Super Smash MATLAB

>>15995091

WHERE'S MY MONEY BITCH


9a413e  No.16005897

>>16005278

>Indie devs having to deal with engine legalese.

Just go for Godot.


6bc304  No.16006172

>>15999529

>Who in the world calls is that?

ur mom called it that when i was at ur house doing you


1345f5  No.16006486

File: 0f3eb64e26a8d50⋯.webm (13.94 MB, 1280x720, 16:9, snapshot interpolation ri….webm)

>>16004454

It's not really an engine, it's a couple of self written libraries on top of an OpenGL wrapper and PhysX, C++. Maybe i'll make a game in it one day.


2803da  No.16006575

File: fed78860182a2fa⋯.png (476.15 KB, 640x480, 4:3, Sigma 2 (Pelles C 8)_2019-….png)

>>16004454

I'm working on one but it is taking quite a while.


73d2ac  No.16006865

I've been thinking about making my own Visual Novel game for awhile. If anyone has ever made one, how much resources go into it moneywise? I've seen people make one for around $5,000 with donations.


99f330  No.16006891

>>16006865

Well, it'll depend on the rate of the artist(s). If you're the artist, you could make one for dirt cheap.


f2cf5a  No.16006892

it's over for us

the whole team is wagecucked

ded gaem


99f330  No.16006900

File: 68d127e7d886604⋯.jpg (34.44 KB, 334x298, 167:149, confused.jpg)

>>16006892

>it's over for us. the whole team is wagecucked

>us

>team

>(1)


f2cf5a  No.16006905

>>16006900

i was the only member of the team that knew about this chan


99f330  No.16006921

>>16006905

What I meant was that you could at least tell us which gaem is ded now.


f2cf5a  No.16006998

>>16006921

the "fire emblem but in real time" game


99f330  No.16007073

>>16006998

Don't think I remember. Could you post pics? Sorry.


9a413e  No.16007285

>>16006998

>>16007073

I don't remember either.


acea94  No.16007346

Gonna be on vacation for February, so I'll only be able to code. Perhaps I'll make significant enough progress to show something off for once.

In the meanwhile, here are a few songs I wrote recently, the latter one having been finished minutes ago. Very different in style from one another.

https://files.catbox.moe/41j6zg.mp3

https://files.catbox.moe/2v9vx5.mp3


cc598a  No.16007359

>3 days off

>OH BOY I CAN MAKE GOOD PROGRESS

>Play Factorio for 12h and only dev for like 3

Shit, posted this in the wrong thread


acea94  No.16007371

>>16007359

At least you didn't shitpost in video form for three days straight.


1dc947  No.16007451

>>16005660

Absolute mad man


7ec769  No.16007464

>>16007359

3 hours is good!


cc598a  No.16007469

>>16005660

No sinewavedash, no buy


f80e18  No.16007642

>>16007346

Your music sounds nice. Which software you use to make it?


a5507b  No.16007789

>>16005278

sounds like they went the wrong way closing a loophole and fixed it. unity makes their money from the license and story, butthurt in this case is to be expected

>>16005278

unless you do literally everything yourself (good luck) you'll have to deal with legal shit sooner or later


be8d47  No.16007904

>>15995947

>Will my knowledge of coding basics/fundamentals be strong enough at that point for this to be a good idea?

Your gonna have a hard time, but that's why it's worth doing.

Trying not to repeat others here:

>Refactor everything you do constantly. Look up what refactoring is if you don't already know.

>Break up functionality into separable components(functions, objects, ect.).

>With every step, ask yourself "What problem am I actually trying to solve?".

>Keep a legal pad in front of you to jot down your plan before you start working and to write notes.

>Get a reference book for whatever your working in(your Uni library probably has some texts on at least what languages an engine will be using)

>A little effort everyday is more powerful then a weekend you bunout in.


acea94  No.16008043

>>16007642

FL Studio/Fruity Loops. Instrumentation is a mess of VSTs, default plugins, soundfonts and other shit I've found on Google. Any time I write something of a slightly different song, I spend hours getting the instrumentation just right.


42f19c  No.16008632

File: 2d956956fb6e92d⋯.png (198.94 KB, 544x408, 4:3, 783df68a3f89ad49970467cc15….png)

>>15996267

I haven't done anything for 3 days, went back to trying to clear all the errors caused by classes calling the vanilla cloth in various places. So now villages generate with my wool implementation instead of vanilla, recipes will take a while to sort out since the number is different but black and white dye works on my wool blocks, and I just happened to notice something, all the tall grass spawning in the world was replaced by ferns which are isolated to the jungle biome. I don't know how, but I guess when I added naming to the types where before they were just called 'tall grass', it somehow messed up the metadata used by the biome generator base class and jungle class, what has me very confused is that tall grass is the default with a meta value of 0, fern being in the same class has a value of 1, but the base and jungle biome classes use everything one number higher, so grass it expects to be 1 and ferns it expects to be 2. It was simple enough to fix but I am very confused as to how this happened.


42f19c  No.16008753

>>16008632

Discovered another issue, because I flipped the white/black values in the list for my class and had to make adjustments to the sheep entity class so the world spawner uses the correct color weights, one thing that doesn't do that is spawner eggs. So everything else works except that, world spawns white/gray/black and rare brown sheep but the spawner egg always spawns a black sheep because according to vanilla black is the first color used.

Guess I'll just put that in my to-do list for now since I want to try other things first.


2930f6  No.16008840

File: 856053b83f476bd⋯.png (484.66 KB, 684x688, 171:172, Screenshot_20190117_004622.png)

File: c35309d938c68e3⋯.webm (2.31 MB, 500x500, 1:1, paparazzi.webm)

I will become the paparazzi of loli pantsu. Polaroid has a shader to make it all polaroid-y. Also am working on that hand hold animation bug.

>>16007359

Yeah that happens sometimes. The trick is to never have a completely empty day. Need something to pressure you into deving.


cc598a  No.16008857

>>16008840

>Need something to pressure you into deving

Existential dread and the crushing weight of dreams unfulfilled is a little too much, though


2930f6  No.16008862

>>16008857

That's overboard. You just need a small push like "I need to do laundry first shit". And that will make you often times a more self productive person because you'll end up getting shit done. If you are too lazy for that, then that's a whole other and serious problem.


42f19c  No.16009027

File: cce4a959583076f⋯.webm (8.96 MB, 854x480, 427:240, burninglogs.webm)

>>16008753

Started figuring out how to implement a new method of obtaining charcoal, by burning logs in-world in enclosed spaces.

Got fire to convert logs into a placeholder block, the pick-block function still returns oak logs for some reason but that doesn't seem like an important issue. Just have to add a timer and neighbor block check for air/solid blocks.

I'm hoping I can add a rendering effect to it like what's used for breaking blocks, so as the block's timer ticks down it renders the breaking texture with a red/orange color multiplier.

I also realized that hoppers were not in this version, so that's something I'll have to add myself.


656b0a  No.16009456

File: 771365234789098⋯.png (700.68 KB, 1282x752, 641:376, Untitled.png)

How the fuck do I make Windows 10 actually respect my borderless fullscreen settings?

It just straight ignores the compatibility settings, my registry settings, and all the other settings I find through google are just plain missing.

I don't want this stupid ass "optimized" borderless fullscreen that suffers all the downsides of exclusive fullscreen. And I certainly don't want to engage in a stupid cat and mouse game with Microsoft where I try to make my game behave like it's in borderless fullscreen, but just barely in such a way that it doesn't trigger Windows 10's stupid optimizations.


6e52bf  No.16009465

>>16009456

>How the fuck do I make Windows 10 actually respect my borderless fullscreen settings?

by installing a different OS


656b0a  No.16009477

File: 7ffcd7ca35546fa⋯.jpg (29.01 KB, 1280x720, 16:9, maxresdefault[1].jpg)

>>16009465

I already have a Linux install.

I just want borderless windowed mode to work the same way on Windows 10. Is that too much to ask? Don't answer that.


2803da  No.16009754

File: d13ddfc825e75bc⋯.png (254.77 KB, 480x480, 1:1, heqwdu2jnfi11.png)

>>16009456

How did you get linux to do fullscreen properly? I still need to fix that.

I set fullscreen with ChangeDisplaySettings and CDS_FULLSCREEN. It seems to work but I don't think I have the "borderless fullscreen" you're describing. I'm not sure. If I set my displaysettings to the same ones as my current display settings, then call ChangeDisplaySettings it won't do any mode switching and I can use my other monitor fine. Is this what you want? You can write code like this:


DEVMODE mode;
EnumDisplaySettings(NULL,ENUM_CURRENT_SETTINGS,&mode);
mode.dmSize = sizeof(DEVMODE);
mode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
ChangeDisplaySettings(mode,CDS_FULLSCREEN);

And you might get the results you want. Make sure your window style is the right one, I think you need the WS_POPUP style to do it right? Maybe this helps… But I haven't tested this on windows 10.


42f19c  No.16009761

File: 7b896c25f55324a⋯.gif (974.72 KB, 420x315, 4:3, laughing_anubis.gif)

>>16009456

That's like asking how to make microsoft respect their consumers.

At this point I doubt anyone that actually works for microsoft would know, the answer might be written down on a note card tucked away in an unlabeled folder in a filing cabinet where everything is sorted in reverse chronological order that suffered water damage because pajeet microwaving his lunch set off the sprinkler system.


3eeaeb  No.16010321

>>15996300

looks like the work of a decompiler


656b0a  No.16011142

File: 81838736cf8f9f9⋯.png (312.72 KB, 357x819, 17:39, ifonlyyouknewhowbadthingsr….png)

>>16009754

I'm just using SDL and am not writing any code directly messing with whatever window system the OS works.

I'm not 100% sure whether my Linux build does proper exclusive fullscreen, and it's kinda hard for me to verify because 1. Linux isn't a bloated piece of shit and has no trouble switching between a billion tasks and 2. I've applied a hack to my Linux install (kubuntu) graphics driver (AMD) to make it vsync pretty much everything. With the gorrillion different desktop compositors, it's hard to say whether I did it right. I haven't tested for shit.

>It seems to work but I don't think I have the "borderless fullscreen" you're describing. I'm not sure.

Everybody uses different terminology on this subject. And I'll write out an explanation so you know just how secretly complicated & bullshit this subject is.

The way Windows' works is that a window can exist in two different modes; windowed mode and fullscreen mode.

When it's in fullscreen mode, the window in question gets direct control over the GPU.

When it's in windowed mode, the window goes through the Desktop Window Manager (DWM) of Windows.

These two are functionally different. Fullscreen is better if you want maximum performance, but for everything else windowed is better. The differences are:

>vsync: in fullscreen you are responsible for handling your own vsync, and not turning it on most likely causes tearing. In DWM, vsync is "free", but you get frame timing issues instead. (you might render multiple frames, but due to bad timing the DWM might not render some because a new one already replaced it. This can be both an advantage and disadvantage)

>full ownership: in fullscreen all the resources of the GPU are dedicated to your window. In windowed mode, you have to share the GPU with other applications. The main downside of this though is that alt+tabbing out of a fullscreen window means that the OS will unload all resources of your fullscreen window so that all the applications in the DWM get more access, and alt+tabbing back means they have to be loaded back. This makes alt+tab incredibly slow

There's minor differences, but windowed mode is often popular because it features a fast alt+tab (important for any multitasking, ESPECIALLY GAMEDEV / DEBUGGING) and the "free" v-sync is for many people indistinguishable from a proper v-sync.

Eventually, people started to run games in something that was referred to as "borderless window" or "borderless fullscreen" or "fullscreen desktop" or whatever stupid name they felt like calling it. Some games even included it as a default feature. Some games even go as far as to call this "fullscreen" and call normal fullscreen "exclusive fullscreen".

What this is is simply running a game in windowed mode, but positioning the window in such a way that it covers the entire screen, and turning off the window border so that you can't accidentally click on it from a different monitor. The end result is a window that's effectively fullscreen, but has the properties of a windowed-mode window.

So what the heck is my problem? Windows 10 is trying to "improve" desktop composition by inventing a new mode that is sort of a hybrid of windowed mode and fullscreen mode. The worst part is that it tries to detect whether an application is trying to create a borderless fullscreen window, and if so, force it into this new mode. As a result, running my game on Windows 7 borderless gives it instant alt+tabs, but on Windows 10 it takes several seconds.

I want it to not do this because it basically makes my borderless fullscreen window game start tearing and suffering from slow alt+tabs, just like exclusive fullscreen does. If I wanted that behavior, I'd put it on exclusive fullscreen. But apparently Windows 10 insists it knows better than me.

>>16009761

If the horror stories about Microsoft are to believed, that would be an improvement.


2803da  No.16011401

File: 9b1bc5ceaa21f4c⋯.jpg (15.5 KB, 220x202, 110:101, 2919634e1af2a0fa08dac63ab7….jpg)

>>16011142

X11 doesn't really have a standard fullscreen mode… so there's a lot of uncertainty. I remember when reading the SDL source code about this, it runs a battery of attempts on the window system so that it can be reasonably sure that it works on most configurations. But unlike windows there doesn't seem to be an explicit fullscreen "mode" you go into like with ChangeDisplaySettings? It's hard to tell because of how spotty the documentation is on these API's and how different the implementations are. But it's cool that you got it working, I still have issues with my fullscreen code on Linux.

I see what you mean now. It's just an effective "fullscreen" without a real fullscreen setting. Makes sense… this is interesting, I haven't added this feature to my engine (or used windows 10 extensively) so I never ran into such an issue.

If you look all around, lots of people are aware of the issue , apparently you have to change the registry key here: HKEY_CURRENT_USER\System\GameConfigStore\GameDVR_FSEBehavior and set it to 2. You can do this from within your program, windows has an API for manipulating the registry, all of it's functions are here:

https://docs.microsoft.com/en-us/windows/desktop/api/winreg/

My guess, but I can't test it, is some kind of code like this:


DWORD tmp = 2;
RegSetValueEx(HKEY_CURRENT_USER,"\\System\\GameConfigStore\\GameDVR_FSEBehavior",0,REG_DWORD,&tmp,sizeof(DWORD));

But I haven't used the registry API specifically before. Something along those lines might help if setting that environment variable yourself helps.


f80e18  No.16011427

>>16011142

>Linux isn't a bloated piece of shit

Just because it's not Windows doesn't mean it's not a bloated piece of shit. Windows just makes Linux look good by comparison.

>Eventually, people started to run games in something that was referred to as "borderless window" or "borderless fullscreen" or "fullscreen desktop" or whatever stupid name they felt like calling it.

This is the best way to do fullscreen in most cases. It's a nice touch when a game has that as an option. Some games involve having to use other windows while being exclusively fullscreen. I usually play them with two computers. One for playing the game and another for communicating and looking stuff up.


656b0a  No.16011599

>>16009754

>>16011401

Also digging through SDL source code, if SDL_WINDOW_FULLSCREEN is set it tries to call ChangeDisplaySettingsEx using a display mode generated from SDL_GetWindowDisplayMode (which returns the display settings if the window would be fullscreen) together with the CDS_FULLSCREEN flag. For SDL_WINDOW_FULLSCREEN_DESKTOP, it passes a NULL display mode instead with the same CDS_FULLSCREEN flag, meaning it just resets the display mode to default. It's hard for me to tell what exactly SDL passes into display mode as digging through this code is a pain, but the behavior is logical: for borderless, it doesn't fuck with the display and it behaves like a normal window.

As for the window, SDL_WINDOW_FULLSCREEN and SDL_WINDOW_FULLSCREEN_DESKTOP behave identical when it comes to determining window style; both generate a "WS_POPUP" style with no other flags set, ignoring all other flags on the SDL_Window as well. Which seems to be the correct behavior for creating the bare minimum of a window.

>I see what you mean now. It's just an effective "fullscreen" without a real fullscreen setting. Makes sense… this is interesting, I haven't added this feature to my engine (or used windows 10 extensively) so I never ran into such an issue.

A lot of engines and games these days have this feature. It's quite common, and your game wont have that "PC mustard rice"-quality feel without it.

If you're too lazy to implement it, people will often try to emulate it by running your game in windowed mode and using a program like shiftwindow to resize and position it. This however is not always perfect. In the case of my project, the Windows start bar appears on top of it. (Although it does actually behave like proper borderless, funny enough.)

>HKEY_CURRENT_USER\System\GameConfigStore\GameDVR_FSEBehavior

I've set it and it doesn't change shit.

It's probably because the solutions you, me and everybody else finds are regarding exclusive fullscreen being forced into win10 hybrid cancer mode, whilst I'm looking for a solution of borderless fullscreen being forced into win10 hybrid cancer mode.

It's hard to google anything decent because there's no consistent terminology for the issue.


3739c7  No.16011645

File: d42925312b64ffd⋯.jpg (89.37 KB, 495x600, 33:40, blue screen.jpg)

Would you want to play the game you're making? Because I wouldn't. I want to dev so much but I just can't get into it until I figure out how to fix the gameplay being shit


2803da  No.16011748

>>16011599

What a strange situation… I don't think I know how to help you anymore just because, I don't have windows 10, and any mentions of this behavior is absent from MSDN. If you could find an article about this on MSDN, it would probably be very useful…


637216  No.16011821

>>16011645

I've dropped all my projects because none of them feel fun.


637216  No.16012103

Ah, what the hell, I've been trying both to come up with something interesting or motivate myself but I haven't done anything all day.

Help me please, how can I make my game about trying to get through a forest while two tribes of subhumans fight it out fun.

What I have for now:

first person, I do this both to avoid having to do main character animations and to maybe support VR.

tribe 1 uses spears, throwing them if you run, dodge one and you already have a weapon, if they all throw em and you defend the area where they threw them at, they get afraid and leave.

tribe 2 uses something more advanced(?) that invalidates the first strategy, and the player can befriend them temporarily by giving them food they have a chance to find in the wild.

The most efficient strategy however is going to be making them fight each other a la DooM.

However, I'm having a lot of problems figuring out a balanced and fun way to go about it. Just randomly dumping tribes around doesn't really lead to an interesting gameplay loop, I need to think of a better goal, better prioritization from the tribes, and in general ways to make the game fun.


e7fa51  No.16012124

>>16011645

Yes. The first thing I did was make the basic controls and movement a joy to use. Not simply 'adequate' or 'controls so good you don't notice them' but 'moving around is fun.' It doesn't matter how much I manage to fuck up everything else, as long as the game runs I'll still have fun moving between points A and B.


b2e9d8  No.16012511

File: 69e8f58abe018ee⋯.webm (145.3 KB, 200x200, 1:1, snake.webm)

Put the finishing touches on the snake game I made using SDL. I added some walls so the player can actually tell where the edges are, and I made it so that they can change difficulty if they lose. I am aware that the text is a little bit fucky I think I should have a good enough grasp of SDL to make something more ambitious, but I might also take what I know and make something just as simple. This way, the new game I make will have better code organization, since I'll know beforehand all the stuff that needs to be included "behind the scenes" so to speak. I'm thinking I might try cloning Tetris, but I've also been toying with the idea of an RPG or 2D platformer as well.

The only problem with making an RPG is that I never really much cared for turn based combat, so I would want to try and implement something a little different to make it more interesting. I always enjoyed Paper Mario's system, which makes the combat feel like a nice balance of skill and strategy. Of course, making a similar system would add another level of complexity to the game, so I will probably hold off on that idea.

As for the platformer, I would probably make something like a metroid clone. I feel like the simple physics of run, jump, and shoot, wouldn't be too hard to implement, but I also feel like I would quickly find out otherwise. Maybe someone else has a good opinion of where I should go from here.


058581  No.16012750

File: 218e7641ee50e97⋯.png (42.94 KB, 378x303, 126:101, asuka_cake.png)

Okay, so after stumbling about with it for a while…

Does anyone have any good resources, tutorials or otherwise on starting with Unity?


933385  No.16012752

>>16012750

stick your dick in it


e40eea  No.16012964

>>15997265

If you're using C or C++, read through some of the Doom source code. It's pretty well built.


e40eea  No.16012965

>>15997449

Good to hear. What do people prefer around here in their dungeon crawlers? action combat? customizable magic systems? turn-based?

I'm building one too - similar to Dungeon Master, fairly simple, centered around fighting larger creatures (larger than 1 movement square), and "event" creatures with a few stages of behavior.


18d8c5  No.16013008

>>16011645

Do a hard analysis of games you know to be fun. Play those games again, note the EXACT aspects of it that are fun (not just to you, that's autistic. What about these games is objectively fun and widely acclaimed?). Do a rigorous analysis of those elements:

>How many m/s does the player character run at?

>How many meters/character lengths/heights do you jump? Base and with items/powerups.

>What is the min/avg/max combat time per enemy encounter?

>plot skill use time/flashiness against dmg dealt/satisfaction. Is there a trend? Where is the sweet spot?

>What is the min/avg/max time between random encounters? Average number of encounters per location to location route (overworld/dungeon)

>How long does it take and how difficult is it for one to maneuver through the RPG town to upgrade gear, bank, get plot updates/quests/etc. and get back to the action?

>What are all the playable character achetypes and roles in the party?

>Weapons, skills, physics, etc. etc.

Apply to whatever you found most fun about these games, hopefully ones similar to what you want to make. Distill the "fun" out of games in your genre and replicate it perfectly. That is your cake. The frosting on top is your setting, characters, story, music, art, "comfiness", whatever that makes it your own game and not an uninspired derivative. Good luck.


a5507b  No.16013032

File: c3fd2053230de47⋯.png (1.14 MB, 1300x4704, 325:1176, itstaresback.png)

>>16012965

as a /tg/ nerd, there are plenty of games I would play even as a 1:1 adaption just to skip the setup and to save space. no idea tho who successful that would be to sell tho.

always planned to do sth like that myself as a next project, but most likely would make it free anyway, so there's that.

>>16011748

>>16011599

welcome to windows, enjoy your stay


2a0231  No.16013514

YouTube embed. Click thumbnail to play.

This is a prototype for a mecha game I proposed to /v/ earlier this month. All the models are placeholders, I'm only trying to get the gameplay grounded atm. Gimme your crit.


18d8c5  No.16013554

>>16013514

I wouldn't go so far as to call what you've shown "gameplay" yet, as it's just the skeleton of a walking, shooting, first-person display. Before asking for critique again, I would create at least one enemy, and show how you would engage with that enemy in a to-scale blocked-out level. I believe that would be the bare minimum example of a mech game's gameplay.

I will critique what you have shown, though. I would like to see the FOV opened up more, you're looking out of a porthole at this point. Making the cockpit more of a hemisphere would give you a lot more options:

>You could see you own legs if you look down. Doubly cool if you can walk in one direction while turning and shooting in another. Triply cool if you can step on and crush cars/people/whatever.

>You could see your (presumably shoulder mounted) missile launchers. Give them the proper blinding explosion of fire and smoke like a missile launching from a silo and I'd be all over that shit.

Ditch those display panels and use translucent HUDs projected onto the cockpit glass. Much cooler, better visibility.

Add missile lock-on/fly-by-wire. The missiles you've shown are simply bigger, slower bullets.

That's about it.


652cdc  No.16013573

>>16013514

You know, you can just post a video instead of exposing us to your faggy youtube/twitter account among other things I won't share


656b0a  No.16013581

YouTube embed. Click thumbnail to play.

>>16011748

I found the information that describes the fuckyness.

It's a really shit quality video on youtube. No joke.

<4:55:

>The way direct flip works is that the compositor will detect that your window covers the entire screen and will actually decide not to compose. It takes itself out of the picture and puts the asked content directly on the screen.

Apparently this exists starting from Windows 8.

There's some newer versions too (iFlip, iFlip immediate, and google also shows people talking about "iFlip true immediate" because of course immediate doesn't actually work as immediate), but it all boils down to not treating the borderless fullscreen window as a window.

There's some DXGI articles related to video such as this one: https://docs.microsoft.com/en-us/windows/desktop/direct3ddxgi/for-best-performance--use-dxgi-flip-model

But this is all DirectX stuff that I don't touch at all. Nor is there anything mentioned about disabling it.

At least I found a "fix" for my own project.

If I make a window with SDL_BORDERLESS, it'll behave like a normal window.

If its size & position equals that of a display, it starts to behave like exclusive fullscreen for that display.

If I make it 1px taller or wider than that, it behaves like a normal window again.

I'm not sure if I want to write such a disgusting hack around my project. But I don't think I have a choice since slow alt+tabs agitate me.


2a0231  No.16013611

>>16013554

Extra effects like the missile smoke thing would have to be added in post but I'll keep it in mind.

The cockpit is OBVIOUSLY not final but I'll redesign a better placeholder using your notes.

>The missiles you've shown are simply bigger, slower bullets.

And that's not what missiles are?

Really what I'm looking for is crit regarding the movement and the feel of the mech, that has been the main focus for the past few days for me. I also want to know if anons are okay with the weapon system on display which involves switching between each individual arm and shoulder or controlling both arms or shoulders simultaneously.


652cdc  No.16013641

>>16013611

Then post a demo, you stupid faggot


a5a1f8  No.16013712

File: b9f8a38bce666a6⋯.jpg (224.65 KB, 988x941, 988:941, b9f8a38bce666a666839b089c3….jpg)

>Weekends are most productive time for me

>Get cold and have splitting headache

I feel like there's some supernatural force trying to sabotage my game.


18d8c5  No.16013721

>>16013611

OK. Thanks for clarifying what you wanted critiqued. I agree with >>16013641 though. We have no idea how the movement and shit feels just by looking at it. There is also nothing for us to reference scale or give a sense of speed. That said, I'd say don't worry about what we think yet, just keep making progress. It looks like you can move around and shoot, so keep working towards a Minimally Viable Product. Show that off then.

The "feel" of your mechs will come much later, when you've added acceleration to the thrusters, shocks to the legs for when you land, sound effects, etc.


a5507b  No.16013769

File: f848343adf3ab27⋯.jpg (287.3 KB, 830x830, 1:1, pizzapony.jpg)

>>16013581

>I'm not sure if I want to write such a disgusting hack around my project. But I don't think I have a choice since slow alt+tabs agitate me.

isn't slow alt+tab a windows problem to?

either way just do it as you described and give the players the option to set resolution manually (also helps with scaling shit properly) with the note fullscreen borderless only works when it matches screen res. put in a way to reset that shit or force windowed in case it fucks up the whole pc so you don't have to hard reset and you already put in more effort than some AAA devs.

>>16013712

take a break, watch some animu and fap to recharge your batteries. if you're knocked out might as well use it.


07e401  No.16013803

File: cd212c88d66d277⋯.png (2.17 MB, 1911x1110, 637:370, IT_WAS_ME_BARRY.PNG)

>>16013712

> supernatural force

I found the guy you are looking for.


a39dd6  No.16013905

>>16011645

I often get stuck playing my game.

The only project I didn't have fun with was a city building idle game of sorts, because after I had made the basic engine features I realized that I didn't have a clear plan of what to actually put into the game.


2803da  No.16013957

File: 88c51fe69dabcc6⋯.gif (1002.02 KB, 250x251, 250:251, we_just_dont_know.gif)

>>16013032

That guy is having problems because he used Windows 10 UWP. If you write your programs for Windows XP and lower you won't have any problems. It's generally easier to work with Windows than Linux, despite the reputation…

>>16013581

So how are you doing graphics? Are you using SDL's graphics functions or are you using something like OpenGL? Could SDL be explicitly using the flip model internally? Since it seems like it could be doing that. In fact, if you look at this source file, it actually explicitly enables this:

https://github.com/spurious/SDL-mirror/blob/17af4584cb28cdb3c2feba17e7d989a806007d9f/src/render/direct3d11/SDL_render_d3d11.c


swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; /* All Windows Store apps must use this SwapEffect. */

So, if you're creating a D3D11 window, you're using the flip model. Interesting… do you think your code is using this rendering path?


656b0a  No.16014039

>>16013957

I don't use SDL_Renderer, and I use OpenGL.

Digging through more SDL source, SDL doesn't actually do a whole lot extra with the window if OpenGL is involved. It just sets the pixel format (SetPixelFormat()) and creates a context (wglCreateContextAttribsARB) with WGL_DRAW_TO_WINDOW_ARB and WGL_DOUBLE_BUFFER_ARB, but nothing that would actually configure the swap chain to specifically use the modern flip features.

I really don't think the issue originates from SDL.


2803da  No.16014124

>>16014039

What a shame… that's really a poor situation. I'm going to have to do the same thing in my codebase eventually, maybe.


e40eea  No.16014452

>>16011599

>you, me and everybody else finds are regarding exclusive fullscreen being forced into win10 hybrid cancer mode,

Wait, what is going on here? I'm on win7 still . what is the hybrid mode win10 forces on dedicated, fullscreen resolution modes?

I'm using GLFW to manage windows, GL contexts, and monitors (multi-displays). It has a borderless desktop window mode, a standard windowed mode with all of the win7 widgets, and a real, fullscreen dedicated video mode.

I always assumed people used borderless desktop windows because they had shit video drivers that did not properly switch video modes and GL contexts (AMD shitware). The problem with borderless windows is you will most likely have 0 control over refresh rate, color grading effects. It's a poor substitute for a real fullscreen mode that people opt for as a halfassed fixed for bad video drivers.


0c3856  No.16014509

>>16014452

I usually use borderless windowed mode for strategy or turn based games where I want it to take up the whole screen but also want to switch to other programs easily. Never had a driver problem with exclusive/real fullscreen, but I'm using Windows 7 with a recent nvidia gpu.


656b0a  No.16014558

>>16014452

>what is the hybrid mode win10 forces on dedicated, fullscreen resolution modes?

See >>16013581

It occurs on Windows 8 and newer.

>I always assumed people used borderless desktop windows because they had shit video drivers that did not properly switch video modes and GL contexts (AMD shitware).

I talked about some of the differences here >>16011142


cc598a  No.16014565

I feel like I keep programming in circles, so I take a break to play a game, then I want to clone that game


e40eea  No.16014593

>>16013032

>as a /tg/ nerd, there are plenty of games I would play even as a 1:1 adaption just to skip the setup and to save space.

Things like Magic, Battletech, and 40k are already pretty well covered. I know what you mean though. I liked Warmachine but never found good digital version and couldn't afford to buy and paint more than 2 or so units.

Any interest in the HARP RPG system here (Rolemaster)? I really like it's individual weapon tables and crit tables, and alternate charts for medium->large creatures.

http://ironcrown.com/harp/

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

I have my basic combat mechanics system implemented. It took way more work than I initially thought. It has 5 different status effect types, 6 different damages types, and 4 different shielding types. Also area of effect, timed damage with decay, and timed secondary effects. I can add a new attack/defense/ability just by filling in a new instance of a Lua table including the descriptive text and necessary scalars. It's not a component system. All the available fields are hardcoded as well as the logic in C. Although new combat logic can be added with a custom Lua function definition added to the attack/defense/ability table.


e40eea  No.16014624

>>16011142

Excellent writeup. Thank you. I wasn't aware of this windows8+ fuckery. If the 1px window expansion works I'll use that hack I think and just use some offset defines for my opengl viewport() calls.


05ae1d  No.16015668

>>16013712

It's probably God trying to prevent you from wasting your time on a useless project and go start a family.


05ae1d  No.16015678

>>16012750

>on starting with Unity?

>unity

Go pay for the premium version because the free version literally say that they own everything you do in it. Then get back to me.


c4a4d5  No.16015984

>>16015678

>that's not how intellectual property rights work.wav

Also

>4.2 Your Content

>As between you and Unity, you own all right, title and interest (including, all intellectual property rights) in and to the content you create using the Software, Developer Services and/or any content you post to the Site or in the Communities (collectively, “Your Content”) (other than any components of the Software contained therein or used in connection therewith).


05ae1d  No.16016140

File: adb2bd903c223db⋯.png (2.55 MB, 1177x1209, 1177:1209, 3cf4aee5f23427a7848f6b22b9….png)

>>16015984

How do I put this politely that

1. You are not a lawyer/Jewish therefor you don't matter in a court of law

2. The "word soup"/overtly obtuse and complicated structuring of the definitions and guidelines in Unity's EULA gives Unity lawyers an enormous wiggle room to claim and evade any allegation in their way.

3. Don't even try to sue Unity when they do anything shady or fuck you over. Their lawyers are way more experienced and more kikeish than you can possibly know, also pray to God you don't get sued by them.

You're massively naive to these problem and I can only come to the conclusion that you are on the spectrum or you're underage, or possibly both.


3739c7  No.16016302

>>16013008

Thank you, this post cleared my mind a little.

Initially I wanted to avoid designing or researching anything and just go with the flow, but that didn't work out so well.


d7e370  No.16016339

>>16015984

Look for youtube tutorials for the basics then mess with stuff and look up things when you can't make it work with enough digging. Ignore the shitposter, just like make game.


42f19c  No.16016350

>>16009027

I thought I almost had the side checks for the burning log working, I got it to check if there was an adjacent fire on any of the 4 sides, and set a boolean to true, then run a loop if the boolean is true to check if all other sides are solid, but there's a serious problem with how I'm iterating over the list of sides.

I thought I could iterate over the list, remove the element from the list that matches the fire block from the list, break the loop, and iterate again over all other sides, but it looks like the iterator is destroyed after it's been looped through.

Tested this externally and it's true, if I make an integer list with 4 elements, run a while loop on iterator.hasNext() to print out each element, then run the same while loop again, I get nothing.

When I try to remove the second element from the iterator, it also removes the 4th element.

What the actual fuck.


c4a4d5  No.16016385

>>16016339

i'm not that anon >>16012750 but yeah what you're saying is true


42f19c  No.16016434

File: da1bea71f2d0dee⋯.webm (8.94 MB, 854x480, 427:240, charcoaldrops.webm)

>>16016350

Fucking hell, so apparently there's two different iterators.

Iterator and ListIterator.

ListIterator will iterator through the list, and allow me to remove the current element (like when it finds the fire block), and then I have to iterate backwards through the list using two new methods, listiterator.hasPrevious() and listiterator.previous().

I hate java so much.


9a413e  No.16016462

>>16016434

Why do people use iterators instead of for loops with a length property?


42f19c  No.16016526

>>16016462

It probably would have been easier doing that than trying to figure out which iterator does what.

I think what I'll try next is setting a color modifier of the block based on how long it's been ticking. Maybe in stages, so first tick it turns red, second tick it turns orange, third tick it turns black, and on the 4th tick it drops.


e14890  No.16016547

>>16016462

Industry standard :^)


a5a1f8  No.16016563

File: 27c356c0534be85⋯.jpg (128.78 KB, 750x1086, 125:181, 27c356c0534be85219f0855800….jpg)


cc598a  No.16016590

>>16016462

While loops are the simplest, and for loops compile down to a while loop with some extra syntax (increment and initializer), at least in C#. Iterators are retarded and involve a reference object be created with a collection. There's a TON of overhead in comparison, and you should basically use for loops anywhere you can.


9a413e  No.16016664

>>16016590

I expected to be told that iterators were optimized or something.


834b4d  No.16016676

>>16016462

I can't speak for Java, but in general it's an abstraction over, well, iteration. Consider going through the items of a binary tree; with generalized iteration you can write code that works for lists and trees and leave the details up to the implementation. There's definitely a point where you start to overdo it though, Haskell's Foldable and Traversable bullshit comes to mind.


ce5a80  No.16016702

>>16016563

Are you implying that Odin wants you to make vidya?


42f19c  No.16016802

File: 259f36923b3860f⋯.webm (11.62 MB, 854x480, 427:240, blockupdates.webm)

>>16016434

>>16016526

Did it, so when any log catches fire, it will first turn into a 'smoldering' log, and schedule an update after 30 ticks, during the update it first checks the block's metadata, then it checks for the conditions needed to progress in stages towards dropping charcoal, if at any point the conditions change like the fire is removed or it is exposed to air on the top/4 sides it will revert in stage until it turns back into wood.

I think I would have to add some additional logic because I just realized that this would prevent trees from burning down, which may or may not be a feature some would like.

I guess I need to add another check just for adjacent air blocks when updating and make it drop nothing.


42f19c  No.16016874

File: aba9cfe1e1813ee⋯.png (1.77 MB, 1920x1055, 384:211, 2019-01-19_22.00.48.png)

File: a1d1ab121088d17⋯.png (1.74 MB, 1920x1055, 384:211, 2019-01-19_22.00.54.png)

>>16016802

Wanted to see what would happen if I tried to set a jungle on fire, trees end up burning for a very long time but some blocks actually do make it through all the burn stages until I make the time longer.

The smoldering log itself isn't actually registered as a block that can catch fire, I think if I were to add it and just give it a long burn time it would make forests drop a lot of charcoal since the blocks would update faster than they could burn up.


cc598a  No.16016888

>>16016664

Every layer of abstraction and indirection will slow it down. Barely – but surely – if implemented well, and that's the best case


e99916  No.16017310

File: 464c744afd4e4d0⋯.mp4 (9.02 MB, 1280x720, 16:9, 2019-01-20 01-05-19.mp4)


1345f5  No.16017408

>>16016888

>laughs_in_c++.tga


989f63  No.16017437

Anybody have resources on project organization?


e0152c  No.16017477

File: f145296e0db8eff⋯.png (589.95 KB, 524x1313, 524:1313, 2019-01-19-230558_2560x144….png)

File: 6f9c794a5047e17⋯.png (270.31 KB, 593x643, 593:643, 2019-01-19-230222_2560x144….png)

File: b6ba37d9d06bcd1⋯.png (320.83 KB, 600x607, 600:607, 2019-01-19-230234_2560x144….png)


2803da  No.16017607

>>16017528

It's not that, stuff like fullscreen isn't part of X11, nor is mode switching, so it actually has several extensions that duplicate this functionality, none of which are fully documented, so i'm still not sure how to use any of the API's that are provided to do this. Eventually I will have to get the code sorted out…


42f19c  No.16017656

>>16016874

Oh man, I revised some of the code for this so I only do one iteration, and return an int between 0-2 depending on which conditions are met

>fire && solid neighbors

<progress and drop charcoal

>fire && !solid neighbors

<progress and drop nothing

>anything else

<revert to normal log

and I've started getting an array index out of bounds error for multiplying the color of the burning block, there's only 3 colors it goes through so the list of colors only takes 0-2 as an index

for some reason I occasionally get a number way way WAY higher, now I'm getting the color based on the metadata of the burning block so it should never exceed 2 but sometimes I'm getting 7, or 11, or 15 as the metadata and I have no idea why


ff8d77  No.16018208

>>16017408

>muh zero cost meme

Template shit is expensive in its own way.


1345f5  No.16018230

File: b371412e6e0e68a⋯.png (7.2 KB, 507x138, 169:46, delete this.PNG)

>>16018208

>template shit

Trading compile time for runtime performance is a deal i'll take every time


ff8d77  No.16018270

>>16018230

You'll change that stance once the program becomes large. But it's not just compile time, code size blows up as well.


6e52bf  No.16018308

>>16011645

>Would you want to play the game you're making?

Yes, that's the entire point of my game dev attempts. I am my own target audience, everyone else is just a free bug tester.


723b64  No.16018342

Unity 2d best option to make an ogre battle clone? Not tactics. World map, capture/liberate cities, auto battle version of Ogre Battle. I've worked with Unity before with A*, general pathfinding, etc and hexagon based maps for 4X style work. Nothing finished. More learning than anything. Just curious if anyone knows of a different engine that would be easier/better suited to the project.


1345f5  No.16018399

>>16018270

There are pretty good compilers nowadays like zapcc, my stuff at home compiles in less than 2s on average. In a corporate scenario you have distributed compilation anyways.


016fda  No.16019082

File: 062920390bb7291⋯.gif (1.93 MB, 282x209, 282:209, RESIDENT EVIL.gif)

Anyone know where i can get the 3D models from the original version of RE1 or how i can extract them?


12a53d  No.16019156

>>16017477

That Argentinian dude seems pretty nice, I hope he gets to keep doing his job developing Godot.


652cdc  No.16019198


e40eea  No.16019224

>>16018230

>Trading compile time for runtime performance is a deal i'll take every time

That's not the trade you will be making, or not the full extent of it.

Go try to compile the xTensor library sometime. It's header-only. Heavily uses templates. Good luck.


1345f5  No.16019320

File: 2f5d325017ebed9⋯.png (8.53 KB, 850x73, 850:73, xtensor benchmark compile.PNG)

>>16019224

18s for the benchmark, and 10 of those were CMake fucking around


c6d3fa  No.16019594

File: cea571cca5ff6a2⋯.jpg (36.93 KB, 334x372, 167:186, 1410128026496.jpg)

>make a number of small games in GM years ago

>did programming (drag and drop), art, and general design, but for sound I just used stock sounds and MIDI songs from other games

>lose interest after a while, don't work on anything for years

>get back into it a few months ago

>almost done with a new game but decide I want to do the music this time

>have very little interest in making music

I'm not trying to sell this one so it doesn't really matter, but I feel like I should do it anyways, even if it's very basic and just for this one project. The game's only ~18 min long anyway; even if it repeats a bit it should be fine.


73ce0e  No.16019738

File: 689265f198ffbeb⋯.gif (2.55 MB, 1080x1920, 9:16, Untitled1.gif)

crappy fighting game wanna be dev here found my copy of photoshop cs4 portable the only one i know how to use been working on animations


e99916  No.16020052

File: 513e8ca29dc935b⋯.webm (8.43 MB, 1280x720, 16:9, God Awful.webm)

>>16019738

Hey guys look it's this asshole again. Are you going to sperg out on all of us this time too?

Has your music improved since this abomination?


73ce0e  No.16020068

YouTube embed. Click thumbnail to play.

>>16020052

i believe it has improved but that's up to interpretation


652cdc  No.16020079

>>16019738

That's godawful. You should wageslave until you can afford to pay an actual artist to design a more interesting character than an angry teenager in jeans.


5894b4  No.16020086

File: a4a19347ee3b27f⋯.pdf (5.99 MB, Composition-for-Computer-M….pdf)


73ce0e  No.16020087

>>16020079

its rough animation m8 just trying to get the idea across


73ce0e  No.16020091

>>16020086

oh shit thanks!


652cdc  No.16020094

>>16020087

I was criticizing the design, not the animation which is also terrible


73ce0e  No.16020101

>>16020094

design is basic now yes, once i have his animations finished up i'm adding more


e99916  No.16020110

File: 4b7f2363602d096⋯.jpg (158.71 KB, 500x500, 1:1, 4b7f2363602d096410ba6679c8….jpg)

>>16020101

>>16020094

>>16020091

>>16020087

Don't bother responding to him. He pops up every few months, spergs out or spams /v/ with his fucking awful animation and designs, and when he gets called out he already goes "IT'S JUST TEMPORARY!11!!!!11".

I know some of the "backstory" to his piece of shit game and it's the worst fucking self insert Homestuck ripoff you could imagine.


f0a409  No.16020118

>>16020110

Is he the guy who was making that evangelion thing a while back? Or was that a different guy who does the exact same thing?


73ce0e  No.16020119

>>16020110

i've reworked it because i found the timeline shit kinda stupid.


e99916  No.16020136

File: a9a67cb2b3b8f6a⋯.png (44.51 KB, 1732x668, 433:167, ClipboardImage.png)

>>16020118

I'm not sure but I believe they are one and the same. The wiki lists both of them as the same guy (He has a page next to RottenHuman titled "Argentinean Nigger").

The fighting game anmation guy, if they are separate people, has been doing this shit for at least two years now. He first showed up spamming /v/ with threads that just had a shitty animation of an anime girl he did with a title of "WHY IS ANIMATION SO HARD".

At one point he had three of these up at once.


73ce0e  No.16020146

>>16020136

the aregntiean guy was the one who bitched about yak taro stealing his idea right?


e0152c  No.16020148

File: 88b4487343dbbb9⋯.jpg (260.65 KB, 956x585, 956:585, useReferencesFFS.jpg)

File: 3ce85c329cf9d34⋯.png (61.1 KB, 400x400, 1:1, if only you knew.png)

File: e648d7f85ff1a41⋯.png (426.67 KB, 1026x626, 513:313, evangelion: nigger edition.png)

>>16020118

Yep, same fag.


73ce0e  No.16020161

>>16020148

them polygons tho


e99916  No.16020164

Invidious embed. Click thumbnail to play.

>>16020146

>Is Tetradev from Argentina

>Can't even spell "Yoko" right

You're the argentinean nigger, you dumb shit.

Your new music is just as bad, by the way.


e0152c  No.16020179

Invidious embed. Click thumbnail to play.

>>16020164

Don't be too hard on him: he's also a talented voice actor.


73ce0e  No.16020184

File: b4385090f4c3a22⋯.gif (367.81 KB, 380x498, 190:249, tenor.gif)

>>16020179

bully me harder


e99916  No.16020195

File: e0160c0ad105698⋯.png (4.7 MB, 2000x1324, 500:331, ClipboardImage.png)

>>16020184

Fuck off and take "Yak Taro" with you.


73ce0e  No.16020198

>>16020195

FUCKIN SAVED


73ce0e  No.16020206

File: 1d2124924acf32d⋯.png (2.89 MB, 1600x900, 16:9, DESKTOP.PNG)

>>16020195

thank you for my new background


81635b  No.16020213

Well this thread certainly got derailed.


2803da  No.16020222

File: aa3bd00fd023499⋯.jpg (120.55 KB, 704x701, 704:701, tumblr_ol4frj2ejX1tabr5oo1….jpg)

File: fe540a56d0a61a6⋯.mp4 (1.86 MB, 870x480, 29:16, tumblr_olawsaxsUf1tabr5o_4….mp4)

File: 26548542ebf893f⋯.png (570.4 KB, 1059x642, 353:214, tumblr_oqbkeyMBKw1tabr5oo4….png)

>>16020146

Unlike your garbage Tetrachrome had actual high quality work put into it. Your trash posts will never be anything more than cringe pictures for other people to laugh at.


73ce0e  No.16020232

File: a4efb5b1f5c7f59⋯.png (147.52 KB, 1920x1080, 16:9, bglfbr2.png)

>>16020213

i'll take full responsibility

i've been working on hpbars too

>>16020222

(nice trips)

i can't into 3d or not yet anyways is he still working on tetrachrome? last thing i remember was him bitching about nier stealing his idea. he still working on it?


e40eea  No.16020238

>>16019320

Well, guess it's just me then. I got it to compile but building their basic sample code from their intro tutorial produced template errors and would not compile. Using C++14 as required by xtensor and their recommended compiler (they have work-arounds in their instructions for most major compilers). That's kind of the issue with templates though. They quickly break on anything but the dev's build system.


e0152c  No.16020243

File: 27c84680383e855⋯.jpg (545.61 KB, 733x957, 733:957, 1447358300600-0.jpg)

>>16020184

No, I won't indulge your fetish.


e99916  No.16020244

>>16020232

1: that looks like shit.

2: You really shouldn't be complaining about someone else "bitching". The last time you showed you reee'd about /pol/ and had a mental breakdown in the thread.


42f19c  No.16020247

File: 8fc0de757a5faa7⋯.gif (2.6 MB, 459x459, 1:1, 6edfcfb650da461754ca3f3b6d….gif)

>>16020206

Oh my god, is this a joke?

>win10

>all those shortcuts on the desktop

>QUICKTIME PLAYER

>ebay link

>new folder

>new folder (2)

>dickbutt

>lewd images saved to the desktop

>same animation posted in thread is saved on the desktop

this has to be a joke


73ce0e  No.16020267

>>16020243

shit

>>16020244

i ree'd about pol?

and i know i'm gonna change it up

>>16020247

>win8.1

>i've got to clean up my desktop

>so i can export vids using photoshop cs4

>new desktop the one i had had a nasty fuckin crack

>thats gzdoom and something i used to patch melee for dolphin

>helping my friend make a garbage meme

>have to clean up the desktop

>its the gif for quick access

i wont lie i am a bum


f19ef1  No.16020280

File: 1b0091546901e03⋯.jpg (59.7 KB, 960x721, 960:721, 1b0091546901e03215de0ea1a6….jpg)

>Person comes to thread begging for attention.

<Thread obliges and gives him attention.

Gee I wonder why he keeps coming back. Giving him more attention will make him go away, surely.

Just filter ID+. It's not hard.


016fda  No.16020667

File: 52f3a4eecc9f9f9⋯.jpg (12.89 KB, 480x360, 4:3, trolled.jpg)

>>16020280

90% of the current users of the internet only started using it in the last few years, so they dont know that the only winning move is not to play


ffda3a  No.16020676

>>16019594

check one for the music archives for tracks with an open license etc, there should be plenty.


e99916  No.16020727

File: 1df83891e6b79fd⋯.png (364.29 KB, 878x900, 439:450, 1507993292108.png)

>>16019594

What's your game, anon? I might be able to throw a track or two your way if it's interesting.

>>16020667

>>16020280

We're just having some fun mocking a retard, anon.


8cdb7b  No.16020772

File: 7d51d5045378dfa⋯.png (130.69 KB, 504x454, 252:227, cover.PNG)

Hey there, could you guys check out my game please? any feedback is apreciated

https://phantomcorps.itch.io/spaceshootergame


ffda3a  No.16020788

>>16013957

>It's generally easier to work with Windows than Linux, despite the reputation…

depends what you do, it also is important what are your options to fix issues. I much rather dig through some linux autists blog or worst case check the source than have to pray microsoft has an answer on their mess of a site, and if it has it's not some mcp retard dumping his "sfc /scannow" textmacro to increase his postcount - and that's only possible if you even know wtf is actually the issue and not "something happened ;^)"; my last issue literally told me "there is an issue but we don't know that it is while giving me links to the knowledge base"

>>16014593

main problem is you'd have to come up with your own ai, or only make it 1vs1. also might be easier to keep it simple with a boardgame first, there are quite a few dungeon crawlers (some even feel like a paperversion of a digital game with all the clutter and dozen stacks of cards).


016fda  No.16020791

File: b91d7d087572023⋯.mp4 (1.1 MB, 480x360, 4:3, Reddit in a Nutshell.mp4)

>>16020727

>falls for obvious bait

>"I WAS PRETENDING TO BE RETARDED OVER THE FACT THAT SOMEONE ELSE WAS BEING RETARDED IRONICALLY"


e0152c  No.16020793

File: 53de6c2649437ce⋯.jpg (71.47 KB, 750x523, 750:523, 9de76e47574c14f2d3c50336e0….jpg)

>>16020772

I don't have Windows, sorry.


8cdb7b  No.16020799

>>16020793

ok, I will compile it to linux and mac I guess


f19ef1  No.16020806

>>16020799

I would appreciate this too.


8cdb7b  No.16020822

>>16020793

>>16020806

https://phantomcorps.itch.io/spaceshootergame

Ok guys, I made some new versions, but I can't test them here, I would be really grateful if you could check them out.


e99916  No.16020823

File: cbf08f572544591⋯.png (583.12 KB, 1668x1010, 834:505, ClipboardImage.png)

>>16020772

>>16020791

>someone else was being retarded ironically

>obvious bait

You're pretty new here aren't you? This guy has been at this for a while.

>>16020772

I played it: I'll avoid talking about the graphics since this is obviously pretty early in development.

The movement is really floaty and sticky. Everything feels sort of like wading through molasses.

Enemies float off screen sometimes and hit you out of nowhere.

The shot patterns are really boring and the enemies are extremely predictable/static.


e0872c  No.16020835

>>16020772

I'm having issues with performance - I've got 12k fps at very low graphical settings, and bullets/enemies move in slow motion, but the power ups move at what I'm guessing should be normal speed.

I'm not sure how shmups work because I suck at them and so avoid them like the plague, but the other thing I noticed was that in this particular (random/procedurally generated?) playthrough there were often big gaps where no enemies were approaching, and I had more incentive to dodge 80% of the time than actually kill enemies. Obviously if I were dedicated to the game from the get go I'd be pressed to level up as much as possible before the boss, but if not, I might be frustrated that Im' totally unprepared for the boss when I get there.

The other thing that you might want to consider is a limit to the focus time, something like stamina .


8cdb7b  No.16020849

>>16020823

thanks for checking it out!

>The movement is really floaty and sticky. >Everything feels sort of like wading through

I will check out how to mess with the physics a little better, using the unity rigidbody thing is making stuff come out weird

>>16020835

Thanks alot my dude, I will check out ways to optimize the game, I also think It might be related with the same rigid body issue, also maybe I can use the charge to control the focus time, so I will try that


652cdc  No.16020851

>>16020849

You shouldn't be using physics/rigidbodies for a bullet hell, they need to be tight and fast while physics are slow and boring.


016fda  No.16020860

>>16020823

>he's been doing this for a while

Because you keep responding to him


652cdc  No.16020876

>>16020822

it's incidental but I like how tooltips and shit make it in the final executable

[Serializable]

public class Shooting

{

[Range(0f, 100f)]

[Tooltip("probability with which the ship of this wave will make a shot")]

public int shotChance;

[Tooltip("min and max time from the beginning of the path when the enemy can make a shot")]

public float shotTimeMin;

[Tooltip("min and max time from the beginning of the path when the enemy can make a shot")]

public float shotTimeMax;

}


2803da  No.16020884

>>16020788

MSDN documentation is much more clear and complete than any of the linux man pages. On X11 I have to guess what an API does because the documentation for it literally doesn't exist, while Windows DWM fully documents those features… and man pages are written in a kind of free-form way that makes it more bothersome to read. MSDN formats documentation more like a table, I can quickly understand what every parameter of some function is supposed to do, etc. Linux isn't at all as through and the style is more like notes about what it's supposed to do instead of explicit, short descriptions of what each part of it does.

What kind of issue did you have? It should give you an error code, and the error code should explain everything… Windows has much more detailed and complete error messages, they are even in multiple languages.

Although, i'm only describing C programming, both UNIX and Windows have a C interface, I couldn't talk about it in terms of anything else. If you're using a high level language, that's not really "Windows development" or "UNIX development", you're just talking about the abstraction layer that the language provides, and not the actual interface and behavior of the operating system that Microsoft created.


8cdb7b  No.16020897

>>16020851

Makes sense, thanks dude!

>>16020876

yeah! I didn't know that happens.


f19ef1  No.16020905

>>16020772

I'll reiterate what >>16020823 said. The moment is floaty, enemies going off screen is a problem. It's even worse on my machine because the screen size in smaller than normal but the grey boxes have a set pixel width or something and so more of the screen is covered.

The hitbox is pretty large for the number of bullets on screen. If there are some bullets between me and a pickup I have to tank them, I can't weave through the bullets to get to the pickup.

Remove any and all physics from the enemy drops. The drops should move down the screen at a constant rate, not shoot up out of the enemies, then slowly accelerate in the direction they should have been traveling in the first place.


a75de9  No.16020955

>>16020884

That's because the manpages aren't the full documentation, you can read the standards for that.


ffda3a  No.16020982

>>16020884

it was more meant in general, documentation is nice but doesn't help when basic stuff shits itself. before that issue I literally got "error: null" when trying to enable ICS at some point (and even if you what's causing it it's not consistent, so who the fuck knows that the problem was), if you even get an error. finding out stuff suddenly doesn't work anymore because reasons is always fun.

networking especially is huge clusterfuck if you want to do anything more than have a single interface and even then you have to constantly wrangle with the OS. simply takes time and nerves I rather spend on something more productive.


8cdb7b  No.16021003

>>16020905

Thanks for checking It out, I will mess with the UI soon, I will take out most of the physics that might even help with performance


86b208  No.16021036

>>16020772

Yep this plays very close to a really bad clone of the EARLY pc-98 games of touhou (not touhou 1), but with even worse shot patterns, enemies, etc. You know some good music and sound is not just there to make it pretty, it allows the player to not have to look at the enemies blow up and just rely on sound.

It feels like you were originally making a horizontal shmup but then tried to transform it to a vertical.

You do not want to make an euroshmup, health bars, the whole charge/ammo thing, the inertia with the movement is a big sign of bad design of shmup in general. Also joystick/controller support can go a long way.

If you're serious about developing shmups, I highly recommend reading the following:

https://shmups.system11.org/viewtopic.php?f=9&t=36231&start=0

https://shmups.system11.org/viewtopic.php?f=9&t=39679


2803da  No.16021039

>>16020955

>the manpages aren't the documentation

That's literally what they're there for. You read them to find out how they work… you shouldn't have to ask any more questions after reading them. Also, not everything is standardized, and Linux's implementation isn't the exact same as the POSIX specification. So it's not that simple.

>>16020982

>networking especially is huge clusterfuck if you want to do anything more than have a single interface

Network programming in Windows works the exact same way that it works in any other UNIX with an API that is basically the same. All modern OSes use the same style of Sockets API that BSD created. It's literally the same as anywhere else…


058581  No.16021149

>>16020148

Christ. I could make a better Evangelion game in 3 months and I'm just starting on this stuff. Y'know what? Fuck it, I'll make a better Evangelion game for the 5/5 demo day. Not that it's a high bar to surpass but I'm gonna do it.


8cdb7b  No.16021170

>>16021036

Ok, I ve read those threads and I have to say there is much to take from there, thanks alot,


613b4e  No.16021189

YouTube embed. Click thumbnail to play.

>>16021149

Sin and Punishment was my favorite not-Evangelion game.


c6d3fa  No.16021265

>>16020676

Thanks, I'll check it out.

>>16020727

I appreciate the offer, but it's not worth it for this project. The game is basically Commander Keen without a pogo stick, with more emphasis on combat and less on hunting down keys/finding your way around the map. It's a very basic game that I'm making as practice. I made something similar in the past and decided to see if I could make something noticeably better.


1345f5  No.16021849

Is there a good C++ wrapper for OpenAL Soft? Or should i just write one?

>>16020238

That is true. I was using MSVC for this one. And of course, template code compilation time scales exactly with what you're doing with it, im not sure if their benchmarks are all that complicated.


d691c4  No.16021999

File: 5e889fabc288a4d⋯.gif (3.1 MB, 500x500, 1:1, camera_take.gif)

File: f903613fbe4dfb2⋯.gif (2.53 MB, 500x500, 1:1, camera_inspect.gif)

File: 993320ca386def7⋯.gif (1.33 MB, 500x500, 1:1, camera_erase.gif)

Pictures and shit.


656b0a  No.16022078

>>16021849

>Is there a good C++ wrapper for OpenAL Soft? Or should i just write one?

OpenAL has barely any objects to speak of. It's trivial to write one.


627f8f  No.16022111

>>16021999 (TRIPS)

Her surprise is off in the first gif, make her do the jazz hands when the camera snaps, and make her wait a little before picking up the picture.


d691c4  No.16022150

>>16022111

I'm confused. The jazz hands is when she finds an object not when she reacts to having a picture taken of. I could make her pose if that's what you are suggesting. I like the japanese peace sign. I think the timing for picking the object up is fine. I don't see why it would need to be changed.


627f8f  No.16022156

>>16022150

Ah, I see. The pose could be a nice addition, but I indeed thought the surprise came from the taking of the picture. In that case it's fine.


589ff3  No.16022524

>>16020267

>discord

explain that one and then kys

>>16021999

I don't really lurk these threads much but damn anon, that looks really nice.

Also, checked.


eac65a  No.16022670

File: f2abc4434b8d3b1⋯.jpg (201.85 KB, 1447x1447, 1:1, __nanachi_made_in_abyss_dr….jpg)

I've been having a lot of fun learning Vim recently. The initial learning curve was intimidating but after that things really started to click and I'm starting to feel more productive when navigating and editing my code.


6bc304  No.16022807

File: 142b950e5f29111⋯.png (242.69 KB, 600x623, 600:623, ClipboardImage.png)

>>16016140

Do you have any evidence, or a example where it happened before?

The 4.2 thingy posted above is much more credible than your fantasies


6bc304  No.16022858

>>16016462

A iterator is a ultra convenient thing that can iterate over mostly anything, because most things made to be iterable implement Iterable and thus become iterable regardless of it's structure.

With that, you can abstract whatever something is a tree, a list, an array, a sparse array, a hashmap, a hash set, or whatever else kind of collection. You can use all of them the same way. Also, it's trivial to concatenate iterators

It's pretty convenient, but you can't optimize code using it for shit. So whenever it's worth using it or not, it's the coder discretion.


8f2ffc  No.16022924

File: f98af2962503346⋯.png (12.73 KB, 565x276, 565:276, Untitled.png)

File: 2474ca5505e013f⋯.png (142.4 KB, 1366x768, 683:384, Untitled0.png)

>>16004605

Made the beginning of the camera (needs textures and a mounting bracket) and a pressurized door (needs textures and animation). But these are good enough for now, moving to getting them spawned and reworking the debug room so I can get computer terminals for interaction with cameras, doors, etc.


058581  No.16022934

>>16022150

>Japanese peace sign

I thought in nip culture it's supposed to be making a V with your fingers as in "Victory"


f19ef1  No.16024805

File: c1b26a4a658a1b7⋯.webm (1.06 MB, 804x708, 67:59, LaptopOpenAndClose.webm)

I've finished modeling and animating the laptop that will be available to the player.


0a3124  No.16024918

File: 26b0f79d2534270⋯.png (6.99 KB, 300x400, 3:4, gondonnaaaaaa.png)

sage for completely off topic

I saw an article today suggesting that high CO2 levels in an unventilated bedroom can reduce sleep quality, and during the day high CO2 levels (like when many people are crammed into a small classroom or office) can impede cognitive performance. "You need fresh air" is such obvious folk knowledge that I never took it seriously until it was presented this way. I've had my window cracked for a while, and maybe it's just the chilly winter air but I feel a little bit more alert than usual. I will test further.

I bet many devs here don't get out enough, so maybe experiment with me, consider getting some fresh air today and cracking your windows if it isn't too cold where you live, and see if you feel any better than usual.


9a413e  No.16025002

>>16024805

Is that one of those IBMs?


e53a65  No.16025008

>>16021039

>It's literally the same as anywhere else…

again, it was meant in general. API is fine and dandy but doesn't help you when shit simply doesn't work. hf figuring out why your game doesn't connect even when you did everything right because windows wants to be retarded again.


f19ef1  No.16025082

>>16025002

Yes, it's the IBM 701c but thinner, with modern ports, and a slightly different keyboard layout.


cd2c3a  No.16025139

>>16020086

Damn nice!

Saved. You are an american hero anon


2803da  No.16025170

>>16025008

You're getting confusing replies because you're trying to change the topic from Windows programming to Windows in general, when the topic was clearly about programming for Windows. What's the point of this? I wrote a post specially about programming for Windows, and you're disagreeing because you moved the goalposts and changed the topic.

If it's about things "just not working" that's hardly anything specific to Windows or Linux. Things on your system will break, especially when you don't know how to use your system.


42f19c  No.16025438

File: d1bc7aedd2ba203⋯.gif (767.54 KB, 440x247, 440:247, 1434680122453.gif)

>>16024805

>modeled after the only laptop to have that keyboard

I see you are also a man of culture.

It's too bad they never made a comeback, the original hardware specs were so awful, they could easily remake them with better hardware today.


86b208  No.16025628

>>16024805

>butterfly keyboard

i never felt the keyboards on the thinkpads were any good, just had a sane layout but that action when opening is pretty killer

>>16025438

it will never make a comeback because the keyboard action was designed for a certain screen size that is too small for most consumers in this age


652cdc  No.16025731

>>16025490

I don't think you know what modern languages do with iterators.


9a413e  No.16025747

>>16025438

>>16025628

Its cost is impractical and the moving parts beg for failure, but it's so sexy.


f19ef1  No.16025755

>>16025438

Thanks. I want the laptop in-game to be memorable, and what laptop is more memorable than "that one with the folding keyboard". I'm happy it turned out.

>>16025458

>>16025628

Thanks anons. Glad you liked it.


64a200  No.16025773

Shmup anon here.

I think I have the rough explosion formula effect, but I will need to dig on how to implement it, fragment shader side.

The problem is that since I'll be doing a per pixel evaluation, the initial blast being violent can span multiple pixels. There is already some function to fill a zone but are based on distance evaluation along with uniforms: if the current pixel is within the boundary, it will be set at a certain color. While I only know the distance needed when I hit a specific pixel with high value.

I guess I can try to for loop when needed, but then I'll have to read about circle rasterization and make some shader implementation, also I'll have to think about performance, but I almost fell into the pre-emptive optimization trap.

I'll dig a bit more if there's some function that really do what I want, and if there's not, check on doing it with loops.


42f19c  No.16025774

File: bf57849a90fe815⋯.png (47.41 KB, 422x216, 211:108, dont_ruin_my_fantasy.png)

>>16017656

Tried to figure out reading and writing nbt data to leave metadata open for texture setting of my custom block, what should happen is that when fire ticks next to the wooden log, it sets the block and metadata instead of initiating destruction of it (like how it activates tnt instead of burning it).

Made no headway, since block class has no method for read/writing nbt data I figured I had to make a tile entity class for it, used the monster spawner as a reference because it doesn't have an inventory, just sets 2 variables for spawn delay and mob id.

I only have to set 1 variable, the burn stage of the block, I don't think I was correctly initializing the tile entity because none of my calls to output to console did anything, so I reverted a lot of my changes and tried focusing on just setting the texture correctly, but nothing stuck. The block texture was set correctly in inventory but once placed in-world the metadata would set to 0, and same happened with the fire tick, it would set the block to metadata 0 and then start cycling through meta on my tick updates.

>>16025628

>too small for most consumers in this age

>most consumers in this age are glued to an even smaller screen that carry in their pockets


f19ef1  No.16025823

>>16025774

To be completely fair it was too small for consumers of the late 90's as well. The laptop came out in 1995 just as the sub-notebook craze was coming to an end. It was a best-seller the year it came out, but soon after the market shifted to a preference for 11+ inch screens.


a5a1f8  No.16025915

File: 73ad7a022de3e61⋯.jpg (18.23 KB, 150x150, 1:1, 1470835590147.jpg)

>>16016702

I'm under enough stress as it is. I don't need fucking Odin breathing down my neck to.


a5a1f8  No.16025925

>>16017310

That tower in the distance looks really cool

>>16019082

There's a pretty good chance they've been uploaded to gamebanana or one of gmod's content websites.


a8a588  No.16025971

YouTube embed. Click thumbnail to play.

Hello all,

Been lurking here for a long while, decided on making my own Half-Life mod which provides an entertaining experience that is about 2-4 hours long. Been learning about the Half Life SDK and playing with the Hammer editor, is there any anons here that have any good information/tips regarding modding with the Goldsrc engine? Also, is it acceptable to send early design builds to people for playtesting outside of the demo days?

Video unrelated


2803da  No.16026706

>>16025971

I worked on a mod for goldsource, but I never finished it.

https://www.youtube.com/watch?v=2vyblEffMYQ

https://www.youtube.com/watch?v=_o8bQk8zF68

https://www.youtube.com/watch?v=NwlY7mJYiJg

I was really bad at programming at this time, so my modifications were pretty basic. I added a few enemies and new weapons but they were simple modifications of existing enemies and weapons.

You'll want to look around at the tutorials on moddb and twhl, as well as look around at gamebanna for models and stuff. Milkshape3D is the modeling program that you probably want to use, since it supports all of the formats that goldsrc uses, but there is probably a way to set blender up to export those formats. You also probably want stuff like hlmv (half life model viewer), etc, there are a lot of cool utilities. There's a lot of information out there…


874b27  No.16026796

>>16024918

Thanks anon. I actually came to the same conclusion earlier because I have been feeling like shit for the last few days. We have had a cold wave over here so the windows are closed most of the time.

It's more important than people think.


016fda  No.16026999

File: fb65965d2ea8cb5⋯.mp4 (13.35 MB, 640x360, 16:9, GoldSrc Forever - A Half-L….mp4)

>>16025971

>youtube embed

> it acceptable to send early design builds to people for playtesting outside of the demo days?

yes


a5a1f8  No.16027012

File: 29f7ec194eb8793⋯.webm (7.99 MB, 1920x1080, 16:9, 29f7ec194eb8793e9720f8bf0….webm)

>>16025971

If you post vids of your mod webm them instead of youtube or you'll get some flack. Vid related shows you how to optimize for the best quality but it's bound to be outdated by this point.


43f03b  No.16027289

I had a dumb idea for a survival horror but I'm not sure if it would work and I dont know if I should actually try to make it. Any anons mind telling me if the idea would work?


637216  No.16027309

>>16027289

It won't work

but seriously post it, although personally I think horror is 80% execution.


e0152c  No.16027318

File: 0a176998378a536⋯.jpg (378.06 KB, 957x974, 957:974, 4f0afc95ac9178528075b1b863….jpg)

>>16027289

Sure, why not?


183a54  No.16027326

>>16027289

What's the idea?


43f03b  No.16027341

>>16027309

Basically the general idea is to eliminate the sense of power that a lot of them have without removing weapons. So I came up with the idea of each enemy being unkillable in the normal sense but above and around them theres a sigil with unique designs. Each sigil has a weakspot that damages and kills the enemy. Because the sigils are invisible you have to search around for notes left by people who have figured out what the sigil looks like and use it to figure out where the weak spot is. In order to make it easier I thought the enemies would twitch in the general location of where the invisible weak point would be. you can also carry an infrared scope with you that exposes it but takes a lot of inventory space however this will eventually be phased out. Later on the enemies would evolve and prevent you from using previous strategies to take them down. I have the world concept in my head but I just wanted to know what kind of gameplay it should have.

TLDR theres an invisible 3D entity above the normal enemy.


016fda  No.16027347

File: 11a1f488e804663⋯.jpg (55.18 KB, 1280x720, 16:9, Killer7 Travis.jpg)

>>16027341

so kinda like the shit from killer7?


1345f5  No.16027354

>>16027341

Sounds pretty clunky, otherwise reminds me of Alan Wakes mechanic. But like >>16027309 said, im sure it could work somehow


43f03b  No.16027375

>>16027347

Yeah that's what I thought too when I was done thinking of it


e15741  No.16027387

>>16027341

Sounds clunky as hell, honestly. If you want to create a feeling of helplessness by removing the usual sense of power, then do just that. Make the enemies essentially invulnerable. Design the game so any fighting you do will at most stagger or temporarily disable the enemies rather than actually destroying them. Design it around fighting being overall ineffective. Limit ammo, make hiding and avoiding enemies a more reliable way to keep yourself safe, and above all else remember that what the player can't see is scarier than what they can. Keep them on edge with sounds around the corner, even when there's nothing there. Avoid jump scares - they're a cheap way to get a moment of shock, but they don't do anything to build the sort of dread that the unknown can.


acea94  No.16027407

>>16027341

I'm having trouble imagining good implementation of this in a typical horror game with mostly-linear progression. Unless it's something like Clock Tower, which requires a lot of backtracking, you would need to relegate this to boss arenas of sorts, and that would require trial and error, getting to the boss, learning that you don't have enough info to figure out how to kill him, then leaving. And really, it just doesn't sound that fun.

For something with more backtracking, rather than sigils, a somewhat similar idea could be to have various elements of the environment act as easy ways to kill an enemy. How you'd implement that, I'm not sure. Could tie it in with some story shit, like, the monster was a person who suffered horrible burns, and you could assemble several items to cause a fire, making him die instantly. You should still leave the option to kill them through brute force, though.

This also incorporates somewhat your idea of reading people's notes about where the sigils are, as this would require you to read writings about the monsters, what happened to them and so on.


43f03b  No.16027432

>>16027387

>>16027407

Thanks for the input I thought of the sigil thing as a way to discourage players from wasting ammunition and killing everything they see as well as a possible solution to third person survival horror games since the enemies arent conventional. I also wanted to add a morality system where killing more enemies equates to a more hellish world and new areas being opened similar to how demons souls had light and dark soul tendency.


acea94  No.16027475

>>16027432

> I also wanted to add a morality system where killing more enemies equates to a more hellish world

That's not a bad idea. A really easy way to get something like that across would be by making the enemies children, whether ghost children or whatever, it's a pretty self-explanatory way to pull off the morality thing, even normalfags are offended by killing children. The question is, how much of an effect would it have? If it's just aesthetic, it would be a letdown.


43f03b  No.16027492

>>16027475

I was thinking of a different ending new bosses/ enemy types and newer interactions with characters. I have a bunch of stuff written in a notepad but I dont really want to bore anyone with something that probably wont happen.


42f19c  No.16027537

>>16027492

Word of advice, learn to crawl before you try to sprint.

Keep your ideas written down, but it's a bad idea to become dead set on game development with your best concept as first priority, because when you start learning how to make a game it's likely you will get stuck on one minute detail that gives you trouble and the frustration of not getting it to work will discourage you.

Start simple, start making basic shit, learn what you can do, and after making a few clones you'll have a better understanding of the basics and how to make your dream game a reality.


a5a1f8  No.16027553

File: b1878cfbf9a44dd⋯.png (409.66 KB, 556x1144, 139:286, fb80445b07dfc5dfe9876f9bc7….png)

>>16027537

This is honestly some of the common and worst advice. It's better to be overambitious, learn your limits and crash and burn a few times so then you can finally succeed. You're never going to learn anything meaningful by playing it safe. Look at 95% of the indiegames released on Steam. It's mostly boring pixelshit trash or lowpoly garbage with shit gameplay.

Go hard or go home.


42f19c  No.16027630

File: c8d1c919a7d42f0⋯.jpg (2.41 MB, 3504x2336, 3:2, 1384482131523.jpg)

>>16027553

>You're never going to learn anything meaningful by playing it safe

You can either learn by cutting yourself from playing with a sword, or you can learn by watch others cut themselves from playing with a sword.

I hardly think the indie shit you see on steam is the result of "playing it safe" considering how many of them are san-fran trust fund hipsters out to make a quick buck while putting forth the minimal amount of effort because they gladly suck dick for free.


016fda  No.16027645

>>16027630

but the indie shit on steam is playing it safe, they're all the same low quality VN, roguelike, JRPG, low poly or pixelshit and they all share similar themes usually ripping off popular games but doing everything worse


a5a1f8  No.16027660

File: b297d48e4e8982f⋯.png (180.16 KB, 637x637, 1:1, 1471291836703.png)

>>16027630

>You can either learn by cutting yourself from playing with a sword, or you can learn by watch others cut themselves from playing with a sword.

<Pushing yourself to the limit to improve is the same as permanently maiming yourself

That is some serious San Fransisco logic right there.

>I hardly think the indie shit you see on steam is the result of "playing it safe" considering how many of them are san-fran trust fund hipsters out to make a quick buck while putting forth the minimal amount of effort because they gladly suck dick for free.

What you call "The minimal amount of effort" is orders of magnitude greater than "Starting out small". No one who made anything worthwhile worked within their bounds. Starting out small only works if you're doing gamedev as your actual job and need to release something to feed yourself. Otherwise it's a meme.

It's kinda ironic you're talking about "starting out small" combined with a fucking Richard Stallman meme.


4bf4a4  No.16027700

i've got an upcoming gamejam and i'm planning to clone f-zero x

i have a list of nodes for a path and my shit linearly traverses it

all fine and dandy, i know the exact distance that they need to have moved in order to get to the next node

now what do i do if i add the possibility to move left/right along the path? the distance to the next node is suddenly wrong


c4a4d5  No.16027734

>>16027630

>>16027553

>>16027645

I think it's a mixture of both approaches, but without either extremes.

As in, not total chaos, and not total order. Or, not going way beyond your bounds, and not "playing it safe".

Have one foot in chaos, and one foot in order; straddling that line. Or, in otherwords, always be taking risks but make them reasonable risks.

You should have instances of failure and success; they're all necessary learning experiences. The difference a reasonable risk retains is, is that you can pick yourself up because you were expecting that you may fail, and you can learn a lot in the process. Or you can succeed, and in the future you'll be able to raise the bar for what you consider a reasonable risk.

One such instance is the exploration of concepts that are a bit out of your reach (knowledge/skill wise), but having a solid plan (design doc/todo list, or just organized execution); while along the way assessing if what you're pursuing is reasonable or not.

So, it'd be unreasonable to pursue an MMO for your first game, but it'd be less unreasonable to create basic networking capabilities for your game w/a library.

So you're always learning while progressing towards a clear goal, and can measure your progress with how close you are to this reasonable goal.

However, this is relative to your own skill, knowledge, and know-how; so the actual heuristic determination of falling under the category of "reasonable risk" is your responsibility and will always be evolving.

There's also the point that if you lack the knowledge/experience of what your pursuing,you cannot properly assess the required time/knowledge/skill, and are in the dark as to whether or not it's a reasonable risk.

This is where you see people saying making a game is easy, or that everyone should just make an engine from scratch "just because it's better"; this is due to them lacking the knowledge/experience to properly assess the time/knowledge/skill required to perform said task (be it for making an actual game after your hand-made engine is a minimum viable product, or be it for taking an engine from zero to hero).

It's also advantageous to avoid the sunken cost fallacy (I have to stick to this, because if I changed Y feature I'd have to spend xxx hours to change everything else to fit), and to prevent a lack of dedication to a project (being a "small demo" project that you don't care about); so it's a constant balancing act.

Though, the last point is a whole post in itself, but it can be summed up as: "make a game that is fun for you, and that you want to play".

This is my own experience, and I'm not sure if it'd work for everyone.


016fda  No.16027797

File: 6a7a0f5a1e564d0⋯.gif (497.83 KB, 490x270, 49:27, Mio.gif)

>>16027734

>make a game that is fun for you, and that you want to play

I wonder if people would play any games i made or find them fun. although im just gonna focus on my fan project and make a detailed plan for my first game so i dont fuck up or lose my way


4bf4a4  No.16027846

>>16027700

well nevermind, i guess at a high enough speed it's not really noticable


42f19c  No.16027899

>>16027734

At least this guy gets the idea.


637216  No.16027965

File: 707d6e79b1b131b⋯.jpg (131.56 KB, 1280x720, 16:9, jordan peterson oil up.jpg)

>>16027734

>Have one foot in chaos, and one foot in order; straddling that line. Or, in otherwords, always be taking risks but make them reasonable risks.

Go home Jordan


016fda  No.16028010

File: 8733e49e229b431⋯.jpg (40.91 KB, 674x338, 337:169, Jewish room Clean.jpg)


637216  No.16028816

YouTube embed. Click thumbnail to play.

65327f  No.16028872

>>16020823

>>16021003

Yeah, the UI should be less obtrusive


73c114  No.16028965

i wanted to learn Opengl but i dont know which programming enviorment should i use, should i just stick whit visual studio and import all the libraries?


a8a588  No.16029016

File: aa754d7691fb56f⋯.jpg (269.88 KB, 1920x1080, 16:9, testing.jpg)

>>16026999

>>16026706

>>16027012

Thanks for the webm, and I will be sure to convert any YouTube videos that I make to webm when possible.

Anyway, I have learned how to make walkable surfaces and be able to texture them and also spawn in weapons/enemies. So for the next few days I will try just making fun levels based off of that, but I wish to make my own enemies/assets which will be used in the mod, for example I want to replace the headcrab model with a spider, or I want to create new enemies that have different characteristics than the generic half life monsters. How shall I go about the asset creation and then transferring those new assets into the hammer editor? I am decent with programming so if I have to code my own enemies, then how should I go about it?


016fda  No.16029180

File: 7af02e52cdb38a4⋯.gif (935.99 KB, 500x500, 1:1, Deagle model.gif)

File: f5612fa4e8c0e77⋯.jpg (110.79 KB, 573x586, 573:586, Pheonix.jpg)

>>16029016

>i want to replace the headcrab model with a spider

fuck you i hate spiders and headcrabs are techincally already spiders

>how do i do models in hammer

no idea but i think the best bet is to make them in some program first then import them

>code my enemies

there should be some tutorials out there on how to do that depending on what enemies you want.

what type of mod are you making anyway? whats the theme?


a8a588  No.16029192

>>16029180

I wish to make a short and sweet mod in which you fight and kill mechanized emus that have taken over Australia, I have a little notepad where I have brainstormed the basic layout of the mod and what it is about, if you wish I can post it here but it talks about how the game starts and ends, it isn't complicated, and it is a little cheesy.


016fda  No.16029207

File: 00362488c3f5eb2⋯.png (218.51 KB, 300x300, 1:1, Aus.png)

File: 13500e4aab5681c⋯.png (195.88 KB, 750x800, 15:16, aus 15.png)

File: bc4e8c905dc084b⋯.jpg (56.53 KB, 600x521, 600:521, Australia 1.jpg)

>>16029192

>game set in australia

sounds cool


a8a588  No.16029220

>>16029207

Here is the draft I have up, I will spoiler it in case you dont want to see the ending for it.

Story:

[spoiler]

A mutated emu egg was found in Melbourne, after it hatched, it unleashed aggressive Emu's with super intellect to conquer the Australian continent.

You, the player is tasked with traveling around

Australia, killing Emu's and other animals, to

finally destroy the Emu stronghold in Melbourne via a nuclear bomb.

[/spoiler]

Enemies:

[spoiler]

Headcrab -> Spider

Zombie -> Emu Slave (basic melee attack)

Vortigant -> Emu Soldier (emu with light armor and small laser gun mounted on back)

Human Grunt -> Emu Warrior (emu with medium armor with small sub machine gun mounted on back)

?????? -> Emu Captain (emu with medium armor with medium sub machine gun with explosive egg launcher mounted on back)

?????? -> Mecha-Emu (emu with exoskeleton armor with Magpie tracking "bullets")

?????? -> Emu Overlord (final boss emu)

[/spoiler]

Weapons:

[spoiler]

Crowbar -> WW1 bayonet

Pistol -> M1911

Revolver -> Webly Revolver

SMG -> SMG from emu warrior

M16 -> SMG from emu captain with egg launcher

Machine Gun -> Lewis Gun

Grenade -> Either explosive egg or VB tinny

Sniper -> N/A

Rocket Launcher -> Plasma launcher

Crossbow -> N/A

[/spoiler]

Levels:

[spoiler]

Start from Campion, Western Australia and travel upward stopping at notable towns/locations traveling northbound through the Northern Territory, to Queensland, down the New South Wales, with the final level being in Mount Buller, Victoria where you make way for the nuclear bombers to fly in. The last level involves the player riding the nuclear bomb down into Melbourne and nuking Melbourne.

Campion -> spiders, emu slaves

Darwin -> "" "" , emu soldiers

Queensland Jungle -> "" "", emu warriors

Sydney -> "" "", emu captain

Mount Buller -> "" "", mecha emu, emu overlord

Inside Nuclear Bomber -> N/A

[/spoiler]


a8a588  No.16029221

File: 5c388df8d591cf8⋯.png (50.61 KB, 1194x1074, 199:179, 045b3d5612e34b07d618b0258a….png)

>>16029220

Damn I fucked up the spoilers, oh well


9a413e  No.16029312

>>16029220

What did you think the double asterisk formatted as?


2803da  No.16029365

File: 93960b6988c0603⋯.png (69.53 KB, 640x540, 32:27, hlmv_2019-01-22_22-05-12.png)

>>16029016

You have to use the Half-Life mdl format. Milkshape3D supports this natively. I assume you have the Half-life SDK set up, if you look at the code for the headcrabs you should see somewhere in it, it sets up how it precaches all of the related resources. You can literally just replace the model that it's set to precache with your own spider model, but to work as a headcrab, you're going to have to provide equivalent animations for everything the headcrab does, you can use HLMV to look at it, the simplest way to do this is to just edit the headcrab model in MS3D and basically erase the actual model, and then rig the skeleton that is left over, and contains all of the animations, onto your spider model. The proper way to do it is to model the spider and give it it's own unique skeleton, and re-animate all of the animations that the headcrab's source code will expect and use. Another method which is less destructive to the codebase is to extend the headcrab class and rewrite the precaching code, there is a tutorial on that on moddb, you would have to edit your SMF file or something to place the new entity down from hammer though.

https://www.moddb.com/games/half-life/tutorials

Although, it looks like the ways I was doing things, are not really the best ways, maybe something there will help.


a8a588  No.16029398

File: 66a395142e9a959⋯.jpg (136.86 KB, 921x914, 921:914, roo.jpg)

>>16029365

Thanks for the help, I have installed the Half Life model viewer and it works well, but I am installing Blender because Milkshape requires a license for the standard version and then using this add-on to export to MDL.

https://github.com/CruzR/Blender-MDL

I will start by creating the spider and getting that to work in Hammer, and then working on the Emu Slave, which will have the same behavior as the Zombie but be faster. Once those assets are done I will work on the weapons and so on, so a basic development roadmap will be:

>spider asset (reskin)

>emu slave asset

>bayonet asset (reskin)

>pistol asset (reskin)

>begin designing first level

>complete first level

>release first level for playtesting

>complete remaining enemy assets

>complete remaining weapon assets

>work on remaining 4 levels

>playtest and bugfix

By the way I loved your trailer for Red Sky when it came out, was fucking hilarious


2803da  No.16029425

File: 277888e99026a23⋯.png (145.87 KB, 335x496, 335:496, hlmv_2019-01-15_00-57-09.png)

>>16029398

I never registered my copy of MS, I think it's still on the free trial. This was my poor attempt at making Ben Garrison. I had him in the game, he worked like a Barney with more HP. It's just the L33t crew guy with a cowboy hat and revolver.

So what is this mod? Some kind of emu war game? Sounds like it could be a lot of fun.

I still have this one webm of all my takes turning and saying "oh hey, didn't see you there" four times or something


a8a588  No.16029451

>>16029425

Yeah, the mod is basically an emu war game that converts some of the preexisting enemies/weapons into Emu War "themed" weapons plus new enemies which should hopefully make the gameplay interesting. As long as it is fun, I dont really care.

Were you working on some kind of Half-Life/Moonman mod like the DOOM mod did?


2803da  No.16029488

>>16029451

Kind of, I think this was before or during that time moonman was very popular, kind of around that time all of those moonman albums flooded /pol/, like "the lunatic" , etc. It had a lot of /pol/ memes in it that were relevant in 2015, all pre-trump, so it wouldn't be as relevant now.


a8a588  No.16029508

File: 89aa1ae33d7e7a5⋯.mp4 (5.04 MB, 1280x720, 16:9, Sometimes It's.mp4)

>>16029488 (checked)

Sad to see Moonman getting completely shoahd off of youtube. Do you plan on finishing this mod? What was it about in general?


a8cb10  No.16029719

File: 5cbf4bd61d4ec03⋯.png (83.1 KB, 1366x768, 683:384, unknown-1.png)

>>16022924

This was a couple of days ago, imported meshes into Godot for lighting testing. I realize now that Godot doesn't have light presets (pulsate, flicker, etc) so that will be fun later. Making a computer mesh and going to script later.


2803da  No.16029789

>>16029508

I don't have any plans. It was about, it was broken up into a bunch of "missions", which could have several stages each, I had it at a point where it was 80% finished, there were going to be 5 missions and the game was basically missing only two maps, I had finished three of the missions, the first mission was missing a map in the beginning that was supposed to establish the story, and in the last mission, I never finished the last map. So it had a lot of "finished" content even though it was probably the kind of thing that you would want to rework a lot of, it was very , very difficult and in a poor way. But it was definitely almost done. I just stopped working on it, I don't even remember why anymore. I uploaded a play-through of it on youtube but I don't really plan on finishing. I don't know… it has two hours of content, and that's with all of the failed attempts cut out, the game is seriously hard and I died a lot trying to record all of that stuff. It really shows how half-life has pretty limited gameplay, it just doesn't work when you try and turn up the difficulty, and adding more enemies just makes it boring and tedious because they're all hitscan, it really doesn't scale like Doom can.

https://www.youtube.com/watch?v=4CZ2TSss7AQ


a8a588  No.16029959

File: 41d8f9845b4327a⋯.jpg (88.09 KB, 550x600, 11:12, 1447561687171.jpg)

>>16029789

This is nice to listen to. I have set up a mod file in the Half life directory so I can open it up in Steam and send the mod file to others for play testing. I have also started on a training map which will basically act as the dev room which will allow me to test the weapons and enemies. Once I finish that I will be able to make the assets I need and then be able to test them in-game.

Once I finish the first level/first couple of assets, should I just set up a thread in /agdg/ to avoid clogging up the catalogue on this board?


9a413e  No.16029986

>>16029959

/agdg/ in /v/'s catalog is one of the few good things it has, don't deny anons from the glimmer of optimism. Do make a thread in /agdg/ if you'd post so much you'd clog the thread itself, or if you want a single place to discuss your work alone.


a8a588  No.16029993

File: 8049f909f65c296⋯.webm (2.66 MB, 1280x720, 16:9, Riding_the_HAPPENING_bomb.webm)

>>16029986

Will do, I have another question regarding the use of others' content. What is the general opinion on using sound files/music from others given proper credit in a game mod? For example, I wish the use the sound effect of Kong in webm related for one of the levels. Should I strive to simply make my own music/sound effects?

I will post again when I have completed the spider and emu slave, from there it can be decided on whether to create my own thread, but even if I do, I may still pop into this one to share some good progress like >>16021999 (checked) has done.


07e401  No.16030151

File: d8fdfa78d61335c⋯.jpg (49.63 KB, 544x515, 544:515, top shitpost.jpg)

File: c3946d5fd1f9da9⋯.webm (7.4 MB, 320x240, 4:3, surv1.webm)

>>16029220

>mutated emu wars setting on the straya

Sounds good, I will totally play it when it comes out. Also will you make any changes how the accuracy works with the weapons? It triggers my autism that the pistol has the accuracy of a rifle while the SMG is quite inaccurate at short range and it is not possible to shoot any more accurate with burst/single firing.


a8a588  No.16030172

File: 8134336f5a370be⋯.jpg (902.79 KB, 1600x1010, 160:101, turok.jpg)

>>16030151

I will make adjustments where necessary to ensure that the gameplay is fun, since you will be fighting tall slim mutant emu's that are mobile, having an inaccurate weapon will be a hindrance, sometime soon I will do concept art of the Emu designs and the weapon designs so I can convey what I am talking about better. Basically think pic related but with emus and some of them have exoskeleton armor.


07e401  No.16030205

File: 01ce9d1558c7c3a⋯.jpg (68.46 KB, 1024x638, 512:319, 63c47b1dee43a99c270a2a381d….jpg)

File: 04b7f5f5a33eb21⋯.jpg (256.41 KB, 1200x801, 400:267, freaker emu.jpg)

>>16030172

>Basically think pic related but with emus and some of them have exoskeleton armor.

Yeah I get already what you mean, basically mutated freaker emus with guns and shiet.

>I will make adjustments where necessary to ensure that the gameplay is fun

>having an inaccurate weapon will be a hindrance

I like it were it is going m8, may gud progress and no burnout come to you m80.


9a413e  No.16030652

>>16029993

If you're not selling, there shouldn't be a real problem using copyrighted work. Attribution is the polite thing to do.


1345f5  No.16030711

File: 020d3698b0cde2c⋯.webm (414.78 KB, 1280x720, 16:9, video games.webm)

Would you say this looks

>professional and clean

for a mesh viewer?


dc8db6  No.16030728

>>16030711

In terms of aesthetics, yes. It does need to have at least one viewing mode where the light can be moved though. Since some objects will drop shadows in places you might want to inspect. What's often done is to attach the light to the camera, so you're always looking at something bright. A small offset might be a good idea, so you don't always look at specular highlights.


1345f5  No.16030752

>>16030728

Thanks. Making the sun direction depend on the camera is a good idea, at least optionally. ImGui for some reason has no proper way to manipulate a normalized direction.


9a413e  No.16030753

>>16030711

A more perfected version would allow changing the bg (lightsource changing with them), but otherwise yeah it's good enough for meshviewing.


6ab62f  No.16030756

>>16030652

That's not true, tons of fan projects get shutdown, like the fan made battlefront sequel and AM2R.


1345f5  No.16030779

File: ecad55179693545⋯.webm (1.26 MB, 1920x1080, 16:9, sun opposite camera.webm)

File: b13e543a5ea1d5c⋯.webm (866.73 KB, 1920x1080, 16:9, sun behind camera.webm)

File: 5bbe35a2887a180⋯.webm (3.13 MB, 1920x1080, 16:9, config.webm)

>>16030728

Sun behind camera looks pretty good, at least as an option

>>16030753

There is quite a bit of configuration possible, 3rd webm related


9a413e  No.16030855

>>16030756

How many people care about copyright infringing mods, though?

>>16030779

Looks good.


dc8db6  No.16030878

File: 0ea45b7db7b1c43⋯.png (70.23 KB, 824x597, 824:597, 01.PNG)

File: cccd39cf916d0e2⋯.png (58.98 KB, 826x592, 413:296, 02.PNG)

File: 4ffce0d02f401ac⋯.png (89.45 KB, 834x587, 834:587, 03.PNG)

>>16030779

Second webm is good, but you should adjust the brightness levels. The Substance suite has a nice to use model viewer. Here are a few pics. Mind you, they have separate camera controls so the light and camera aren't at the same place, but my point is about the general brightness/contrast.

>your background is too bright

>your light is too intense

As a result you have too little contrast.


7fb206  No.16031948

>Company that makes substance painter is bought by Adobe

Press F


e14890  No.16032075

File: b6424f5de46052c⋯.mp4 (89.83 KB, 480x360, 4:3, the person using this comp….mp4)

>>16031948

it was already on a subscription-based payment model though


7fb206  No.16032083

>>16032075

Their license agreement allows you to buy the software and keep it forever, it just loses updates after a year. This is how it is if you buy it on Steam for instance. On their website it just stops updating after 12 months. This'll probably be the first thing Adobe kills along with forcing you to use it via Adobe Cloud.


9a413e  No.16032145

>>16031948

>>16032083

>Substance bought by Adobe

FUCK FUCK FUCK FUCK FUCK I hate software subscriptions so much.


2c04ea  No.16032158

>>16032075

>>16032083

Their subscription is rent-to-own, not SaaS cancer. If you subscribe to it, after x amount of months it's paid off and you get to keep it forever. Just no more updates for you.

Hope my subscription runs out before Adobe kills that.


9a413e  No.16032327

>>16032158

I think if you started the subscription with that agreement in place then it can't be changed for you. Only new subscriptions would be affected by a change in licensing.


9a413e  No.16032330

>>16032327

This of course means now is the time to get the software if you're ever going to do so legitimately. Adobe might fuck things up royally, from messing with the UI to limiting functionality.


48e1d2  No.16032337

>>16032327

>>16032330

I've been subscribed for a good while now. Tomorrow I should check when it ends.


6d5ffa  No.16033247

File: d23643cd40b1c8f⋯.png (4.33 MB, 1920x1080, 16:9, Screen00.png)

I reinstalled Chronicles of Riddick Escape from Butcher Bay and found out the game had a level editor. I discovered it was never used by anyone and there aren't any mods available online. At least ones that were posted anywhere.

So after a ton of trial and error with getting it to work on Win7 and figuring out how to get a level to actually run, it works. The first level made for this game in like 14ish years. It reminds me of that guy who made a level editor for System Shock 1 like 20 years after the game released and made the first new level for it.

>>16025971

Do you happen to have a discord anon I like to make Goldsrc maps too


a8a588  No.16033414

File: 799ff8107e9353b⋯.png (505.64 KB, 548x473, 548:473, 14322419_553879691461954_2….png)

I wish to discuss what you lads think about the level design/gameplay flow in a Goldsrc mod. Traditionally, some of the maps I have seen is basically the player going from room to room or area to area, killing enemies and moving on to the next. This can be fun for many games given the right conditions, but I believe for the mod I am creating, this may not be as fun.

Similar to the way that Half-Life had you turn on the three components to turn on the thruster to progress in the game, I was thinking of having "objectives" within the level which will progress the player further along the game. Here is what I was thinking.

>first level

>player spawns in cemetery

>has only bayonet (crowbar)

>to progress, they must break the wooden boards that close off the church with their bayonet and kill the spider (headcrab) inside and ring the bell (almost identical concept to They Hunger)

>once bell is rung, player can progress

>player has learned they must interact with objects to progress in the game

>fast forward a bit

>player comes across empty Tavern

>only a bartender inside

>bartender tells player that there is no beer, and if they can turn on the beer pump (valve), they will give them a reward

>player travels to beer pump, guided by pipes, kills enemies, completes objective and returns to the Tavern

>barkeeper thanks player and gives pistol

>enemies attack Tavern now that beer is flowing and player + barkeeper fend off attackers

>barkeeper opens gate down the road progressing the level

This is just what I have been brainstorming, of course I will complete the foundations of the mod before moving on to complex level design, but I am just throwing this out there for discussion. The game flow would be kind of similar actually to Conkers Bad Fur Day, in which the player completes objectives that are humorous/interesting to progress in the game or gain new weapons. What do you think?

>>16033247

I do not have a Discord channel or anything nor do I plan to make one because of what tends to happens to Discord channels. I know well enough to steer clear of that sort of thing. When I have made more progress, I may set up a YouTube channel dedicated to posting updates/trailers and such, and you would be able to contact me via the email for that, but for now, just talk to me here or until I decide to make an /agdg/ thread.


07e401  No.16033429

File: 91affff30616d3d⋯.png (56.05 KB, 919x737, 919:737, 1491119689225.png)

>>16033414

> killing enemies and moving on to the next. This can be fun for many games given the right conditions, but I believe for the mod I am creating, this may not be as fun.

But that is the whole point in FPS games that you kill niggers damn abos all the time. So maybe get this fundamental part working gud first and then design levels around it or something.

>to progress, they must break the wooden boards that close off the church with their bayonet and kill the spider (headcrab)

Maybe some sort of siege level would be fun too where the player has to defend a position for a while or thinking hard how to assault a position.

>>16030855 (checked)

Meh I can't really say much about because I scavenged a lot of content from other mods/games for moonman mod because I can't edit sprites for shit and at this stage replacing everything with sub par model renders would change the aesthetic too much. I only did it 2x times one for the spear and gitler chaingun but only because I was too desperate for new content to liberate.

>>16029986

>Do make a thread in /agdg/

They have a rule changes that explicit only games are allowed on this board, not mods. So anon has to shitpost on the totally not ded board that /vm/ is ;_;


a8a588  No.16033469

File: 1af23d53246e984⋯.jpg (80.89 KB, 640x480, 4:3, silent cartographer.jpg)

>>16033429

>Maybe some sort of siege level would be fun

Well, I was thinking for the final level, you assault the Emu base on Mount Buller somewhat like pic related with friendly grunts reskinned as Kangaroos holding machine guns and you assault past the gates and fight through the "barracks" and enter the base to shut down the anti-air and fight the final boss, something along those lines.


cc598a  No.16035372

So if I have a UI form and it reacts to the mouse moving over it, how should the child controls be notified? Would it make more sense to push the event down to them, or have them raise their own separate events?


cc598a  No.16035792

File: 38b91370e6d6360⋯.png (120.38 KB, 1288x795, 1288:795, ClipboardImage.png)

Also, how does this sort of thing look for showing different height on a tile-based grid? The camera could be rotated as well, I suppose. I know having an outline would help, too.


9dee3f  No.16035817

File: 506a5dd9aca5884⋯.png (599.4 KB, 894x824, 447:412, blender_2019-01-25_00-56-5….png)

File: ba00ce715272389⋯.png (518.33 KB, 857x801, 857:801, blender_2019-01-25_00-57-1….png)

File: 31a2f11a54a38de⋯.png (410.81 KB, 675x703, 675:703, blender_2019-01-25_00-57-2….png)

File: a74d1107382b1e9⋯.png (435.43 KB, 618x789, 206:263, blender_2019-01-25_00-57-5….png)

I have decided to try out sculpting again. Person is obviously intended to be quite muscular but also attractive, but that is subjective.

I think I fucked up the legs. Legs, back and hands and feet obviously need some more detail but what I'd still like to know what you guys think so far.


cc598a  No.16035848

>>16035817

>Female pyro

Are you Jasonafex?


9dee3f  No.16035856

>>16035848

It's just a gasmask…


cc598a  No.16035913

File: c54ea07afe0d779⋯.png (138.17 KB, 1288x795, 1288:795, ClipboardImage.png)

>>16035792

Whoa, this 2D heightmap just might work


c349f7  No.16036206

>>16035372

The way it's typically done is that the event is propagated throughout the hierarchy until one control consumes/handles the event. At that point it's no longer propagated.

I don't know how you draw your hierarchy, but you want the topmost control to start if they overlap.


c7b005  No.16036351

>>16035372

>>16036206

I should probably explain why you would want to do it that way.

It's extremely rare that you want to handle such an event on multiple levels. You're usually dealing with visible UI elements that the user interacts with. If you click on a button, you want the button to do its thing and ignore the thing that is behind the button, that the user might not even be able to see.

Since your nested UI elements usually form a hierarchy or tree, you can simply send this event to the button (which will be a node inside the tree or even a leaf) and if it doesn't want to consume it, propagate it to its parent. That direction the, you always have exactly one node you have to propagate to. If you do it the other way around, you'll have to deal with multiple children and figuring out which one to propagate to.

So when you're dealing with multiple overlapping menus, the topmost one (the one the users sees) will handle the event and the rest won't even know it ever happened.

The easiest way to implement this is to have your event handler function return true/false depending on whether it consumed the event.

If you have multiple separate UI element trees that can overlap due to perspective, you find the topmost control that was clicked in each of them and sort them by drawing distance. After that, you loop normally until the event is consumed. If no control in the first tree consumed the event, you go to the second tree.


cc598a  No.16036524

One other thing I'm having a little trouble figuring out is how I could design my inventory system to handle item filters.

Let's say the player takes a Clay object (let's say ID:40) and clicks on a Kiln (ID:110) with it; this would create an object Interaction. Rather than have a million flags that go unused, or using some kind of string-based attribute dictionary, what I opted to go for was a sort of "group pool" for object behaviors, which might be part of an ECS, I have no fucking idea.

The clay should be added to the kiln; however, the target must be in the "kiln" group, and the source object must be in the "fireable" group. This would be as simple as creating a List<int> with the appropriate IDs and labels. However, how would I make the kiln "know" that it belongs to that group and that it should check for that interaction?

>>16036351

>>16036206

Yeah, that makes sense. Thanks.

I always have trouble figuring out how to make a UI and it is one of my goals to implement, since I don't understand how to like, hook rich HTML documents up to a program and use a library like that. It's weird to me.


cc598a  No.16036915

>>16036524

Not sure about filters yet but on further reflection, I think I'd just put "action tokens" on certain objects, eg the kiln is "takes fuel" and when an interaction is created, it iterates its tokens, finds the fuelable token, then the token checks if the item is fuel (eg wood), and then the interaction is consumed to create a more specific interaction (place wood in kiln as fuel)


d691c4  No.16037860

File: dfee98946262900⋯.gif (3.62 MB, 500x500, 1:1, rip_polaroid.gif)

If you take pictures of her panties and she finds them, she will get mad and rip them up.


9a413e  No.16037984

>>16037860

What's your animation pipeline? Do you use any mocap? Maybe the VR controls?


4ec900  No.16038066

File: 669b1d40d9877f8⋯.jpg (31.13 KB, 640x640, 1:1, dman-rain.jpg)

D is NOT a meme language and I'm going to prove it to you fags this demo day. Mark these words!


a39dd6  No.16038089

>>16038066

D is what happens when you try to fix C++ but end up just making another C#.


9a413e  No.16038109

File: ebdb6c02ba1c7a2⋯.png (Spoiler Image, 7.81 KB, 500x250, 2:1, Oekaki.png)

>>16038066

You better because I'm prepping my bully folder.


4ec900  No.16038176

>>16038089

D doesn't have a virtual machine and you can completely disable the garbage collection. It's better than C++ in every way except

>>16038109

It is you who will be bullied


4ec900  No.16038179

>>16038176

every way except directly including C headers. fuck me I need to proofread more.


9a413e  No.16038384

File: ecac65d213a11ba⋯.png (Spoiler Image, 117.58 KB, 600x434, 300:217, dlang.png)


9a413e  No.16038418

File: ca1fa9ad4f021ff⋯.png (Spoiler Image, 178.66 KB, 1005x591, 335:197, r34.png)

>>16038066

>>16038176

Congratulations, btw. You've inspired a new dimension of r34.


28ff56  No.16038514

>>16035817

sort the feet out

the rest looks fine

take the gasmask off

also, it looks a bit mannish in proportions, i don't mean the muscularity.

arms are too long and shoulders too broad.

might follow what are described as standard proportions, but things can appear exaggerated on a computer.


c30b76  No.16038546

>>16038384

>>16038418

>giving the D the D

well then.


c5abbb  No.16038678

can some c++fag post examples of why writing c++ over c99 will be faster (to write)/better?

trying to learn c++ by writing a new game engine, but i feel like i'm just stuffing things into classes just to use classes and making my programming slower and less understandable. operator overloading seems pretty useful for structures, but it wasn't that big of an annoyance using specific functions for that.

also fuck the lack of free time i have, i just want to make game


4ec900  No.16038757

>>16038678

C++ is better for jerking yourself off over how many acronyms you know like SFINAE and RAII. Other than that templates can optimize algorithms for specific cases; see qsort vs std::sort. However, preprocessor macros can also do that.


e40eea  No.16039897

>>16038678

just associating functions with your data structs (classes..) eliminates passing around a pointer to the struct in every function that operates on it. Destructors and constructors are nice too. As well as default/auto-initializing, especially in the newer versions of C++. The auto keyword is nice when used alongside iterators and standardized data containers. Inheritance sucks. Operator overloading is seductive but dangerous and can make your code very ambiguous and difficult to figure out what it's doing (when overused). Overloading class functions is pretty useful though. That's about all I use in C++.

Also, much of the newer standard library for C++ is really good, even the threading bits.


1345f5  No.16040050

>>16038678

In no specific order:

>std::string

Safer, easier, sometimes even faster

>stl containers in general

Just plain useful and productive

>std::thread, std::async and execution policies

Allows you to do things you would need 100 lines of platform-specific boilerplate otherwise in just 1 line

>auto

Faster to write, no changes necessary if you change the type of something later on

>Destructors, smart pointers

No leaks, less work, less mental load, still as fast as it gets

>RAII

Very useful in some scenarios. OpenGL for example is made for RAII.

>R-value references, move semantics, perfect forwarding

Performance

>lambda functions

In fact, i'd like to hear a good argument as to why you should still use C for anything but embedded applications. There are some /tech/ type faggots who hate C++ for the sake of it, but clean, modern C++ is the best programming language there is in my opinion. Also, note that using C++ does not necessarily mean you have to OOP your shit up. You can do whatever, there are just much more tools available to you, most things require less boilerplate and are safer and faster out of the box.

A short example:



auto entities = {10, 15, 20, 25};
std::for_each(std::execution::par, entities.begin(), entities.end(), [&](auto const ent) {
process(ent);
});

Automatically processes each entity using the OS-managed thread pool. Think about how a C equivalent would look like.


4ec900  No.16040701

>>16040050

>auto

subtle bugs if return type of a function changes

>destructors smart pointers RAII

These all overcomplicate memory management from the point of view of the person implementing them

>R-Value References, move semantics

just don't copy things

>all that shit

C++ is a nightmarish bloated language


template <typename T> struct A : public T
{
//Only works if f has arguments
void f(...) {puts("base case");}
template<typename... Args, typename U = T, typename = decltype(&U::f)>
void f(Args... args)
{
static_cast<T*>(this)->f(args...);
}
};


2803da  No.16041224

File: d5e269d16138ffe⋯.png (342.64 KB, 640x480, 4:3, sigma2_2019-01-26_00-17-42.png)

FUCK


f19ef1  No.16041238

>>16041224

EXTREME Console Mode


e04965  No.16041250

File: 2086a484bc02b5a⋯.mp4 (10.18 MB, 640x258, 320:129, Star Wars Theme.mp4)

File: 7b8fd647f4ca10a⋯.mp4 (522.5 KB, 1280x720, 16:9, Magic.mp4)

>>16041224

IT'S A FEATURE


ab4158  No.16041253

File: 00655bbe71bb769⋯.gif (1.88 MB, 500x370, 50:37, 00655bbe71bb769ece9cd399dd….gif)

I might end up joining a local gamejam in around a month with some friends.Is there anything I should keep in mind/pay specific attention to?

bestow thy wisdom to me /agdg/


e0152c  No.16041296

File: de33d9aadcbfb83⋯.jpeg (38.74 KB, 500x352, 125:88, nplz.jpeg)

>>16041253

Implement an instakill headbutting mechanic and watch the judges use it over and over until they give up.


2803da  No.16041388

File: 2adbbe7995f4ff1⋯.png (112.8 KB, 200x251, 200:251, kitty.png)

>>16041224

It turns out I spent the last ten minutes screaming at my computer because OpenGL uses COLUMN MAJOR ORDER what the FUCK


f19ef1  No.16041432

File: 606b8f6caa28f12⋯.jpg (27.15 KB, 604x601, 604:601, snek.jpg)

>>16041253

Know when to be a dictatorship and when to be democratic. Brainstorming ideas? Democracy. After an idea has been chosen? Dictatorship.

Once you know what you are doing you need a strong leader with clear a vision who can delegate tasks and can keep track of the current state of the project in addition to their own responsibilities, whether that be art, programming, music, etc. Often this "officially" falls on the shoulders of the person who came up with the idea, but everyone will naturally gravitate to the true leader of the group regardless of what any one person says.

As much information as possible about the vision for the game needs to be provided. Other people can offer ideas, of course, but the leader should be able to strike them down or if not decide how important they are.

Keep your team informed about what you are working on/plan to work on. Don't work on something in the shadows then say "surprise, I put 5 hours into this thing that nobody but me actually wants. Now because there's no time we have to use it.". Invite criticism to your ideas if you find people aren't giving it normally.

Create a list of things that need to be done, then sort that list into "Minimum Viable Product", "Core", and "Wish List". The Minimum Viable Product list is "if this isn't in the game it's not actually a game or doesn't fit the theme" and the things you need to create first before you can add other things. Core is everything that needs to be in the game that isn't a part of the MVP. The wish list is things that you would like but aren't required.

Break things into a lot of little components. Don't just have "Character controller", have "character walks with wasd", "character jumps", "character looks with mouse". This serves multiple purposes. It makes it clear exactly what needs to be worked on, it makes it clear to other members of the team precisely where the project is, and it feels good checking a lot of things off a check list.

Personally I use Trello for this, but you could use anything checklist sort of program that can be simultaneously edited in real time.

Do a practice jam. Pick a theme from a game jam in the past and get everyone to make a game together under a time limit. This will get everyone used to whatever system everyone agrees on. Everyone will get used to using version control, the lists, brainstorming, and you'll probably find the natural leader of the group. If someone is unfamiliar with the engine or version control everyone is using, this will get them familiar real fast. And someone can't go "actually let me just email you the 3d models and you add them to the version control because I don't have time to learn git" because this is a practice jam and gaining proficiency is more important than finishing in time.


d691c4  No.16041621

>>16037984

No it's just Blender.


1345f5  No.16042041

File: ca281f9de5954bd⋯.jpg (40.51 KB, 600x600, 1:1, ca281f9de5954bd6e74581dd5b….jpg)

>>16040701

>>destructors smart pointers RAII

>These all overcomplicate memory management from the point of view of the person implementing them

These do the complete opposite of overcomplicating things, they simplify them.

>just don't copy things

Great advice, copying data is a completely esoteric concept, what a bloat feature

>C++ is a nightmarish bloated language

It is bloated, and there are always 20 ways to do something, but once you know your way around and use the "modern subset", it's a dream. Also no one is forcing you to use templates, it's just another available tool.

>>16041388

>he wrote two OpenGL renderers and only noticed now


4ec900  No.16042128

>>16042041

your posts read like you are still in the honeymoon phase with the STL and havent realized it doesnt magically solve all your problems with 0 cost abstractions, and yet you say to avoid templates which make the magic happen so to speak. do you even understand the purpose of what i posted, much less how it works?


1345f5  No.16042176

>>16042128

>your posts read like you are still in the honeymoon phase with the STL and havent realized it doesnt magically solve all your problems with 0 cost abstractions

I didn't say it magically solves all your problems, but it does factually solve a lot of them. Red pill me, what is so wrong about this statement?

>yet you say to avoid templates which make the magic happen so to speak

I didn't say to avoid templates, i said that the language doesn't force them upon you. You still benefit of templates even if you never write any yourself by using the STL, and 0 cost abstraction isn't all about templates. For example, move semantics are often zero-op, and iterator based / for-each loops are not any slower than the C way of doing them.

>do you even understand the purpose of what i posted, much less how it works?

It does not work, f is fired even when called without arguments, assuming that was your intention from the comment

It should also be


template<typename... Args>
void f(Args&&... args)
{
static_cast<T*>(this)->f(std::forward<Args>(args)...);
}

if anything


c79024  No.16042199

>>16042176

>it doesnt work

it does work. it's static polymorphism. the templated function doesnt overload when f of the base has no arguments. i will add std::forward to it though.


1345f5  No.16042256

>>16042199

This prints "derived f" on MSVC:


#include <cstdio>

struct MyBase
{
void f() { puts("base f"); }
};

template <typename T>
struct A : public T
{
// Only works if f has arguments
void f(...) { puts("derived f"); }

template <typename... Args, typename U = T, typename = decltype(&U::f)>
void f(Args... args)
{
static_cast<T*>(this)->f(args...);
}
};

int main()
{
A<MyBase> a;
a.f();
}


d0e9d7  No.16042261

>>16042256

if f has no arguments it doesnt work. did you even read my post >>16042199


1345f5  No.16042276

>>16042261

I misunderstood you then. Either way your code can be simplified to just


template <typename T>
struct A : public T
{
void f() { puts("derived f"); }

template <typename... Args>
void f(Args&&... args) { static_cast<T*>(this)->f(std::forward<Args>(args)...); }
};

and i don't see how this proves C++ is shit for some reason.


2803da  No.16042733

File: 6c25d295cc2b573⋯.jpg (160.07 KB, 1051x739, 1051:739, 6c25d295cc2b57344f0bcff903….jpg)

>>16042041

Look, I've learned it and forgotten about it several times, OK? And it doesn't help in the slightest that Vulkan uses a different coordinate system. Anyway I had to rewrite the system that scales my strings around and in the process I found out that it basically was doing the equivalent of multiplying itself by a scaling matrix to flip the Y coordinates, three times or something, it was really strange. Now it just uses a matrix to do everything , instead of hardcoded coordinates…


e9783d  No.16043616

File: e59ca5501109fcb⋯.png (61.69 KB, 1280x720, 16:9, Untitled.png)

>>16029719

Gave some meshes collision and did another lighting test. Going to lock sprite pitch rotation I think, because I'm getting some strange lighting with this camera angle and how the sprite is being positioned. Not sleeping today, gotta keep moving today or I wont get this code done. I have to go through a few scripts and sort out some immediate issues:

> Nodes in a "NonPersist" group have to set their processing and physics_processing disabled at the same time so they can all be deleted before a map reset.

> Sprite manager needs to be tested with multiple pawns displaying different animations.

> Camera and camera trigger have to operate properly.

> A method of interaction with doors must be scripted.

In this scene, I want a camera with a field a of view, a working radar, two gridmaps as well as a gridmap visuals culling manager, a working door, and a computer terminal that waits for player input. Happy to be working on simple tasks again.


b5159c  No.16044758

File: c1405af41c86eed⋯.png (580.3 KB, 844x804, 211:201, blender_2019-01-27_02-36-3….png)

File: 6a957ba201774d3⋯.png (521.48 KB, 668x823, 668:823, blender_2019-01-27_02-36-4….png)

File: bd4c2322f318467⋯.png (535.19 KB, 809x789, 809:789, blender_2019-01-27_02-36-5….png)

File: 0b118098cc345eb⋯.png (597.27 KB, 892x805, 892:805, blender_2019-01-27_02-37-1….png)

File: 917e503a7e7fbb1⋯.png (560.83 KB, 838x799, 838:799, blender_2019-01-27_02-37-5….png)

>>16038514

I have done most of what you said. I haven't worked on the feet yet because I wanted to get the overall physique correct first.

Head is rough and will probably require a complete makeover and hands and feet need to be done too.


e0152c  No.16044789

File: 5a6b150429ef2cf⋯.png (146.84 KB, 336x406, 24:29, smug2.png)

>>16044758

do the feet

do them now


b5159c  No.16044852

File: 3cf42382343eb95⋯.jpg (77.69 KB, 574x675, 574:675, Sad German.jpg)

>>16044789

Please have mercy anon, it is late and I was busy studying anatomy the entire day. I will continue tomorrow.


e0152c  No.16044874

File: 46684985f740d7a⋯.jpg (320.87 KB, 1445x1131, 1445:1131, 8ff6893c77dca93a2e8b809863….jpg)

>>16044852

They're calling for you, anon.


b5159c  No.16044906

>>16044874

I ain't a footfag


9a413e  No.16044977

>>16044852

What were your anatomy resources? You got a particular book/site or was it from everywhere?


b5159c  No.16044984

>>16044977

A few books I bought, pdfs from /loomis/ and just reading kikepedia articles on individual muscles and bones. The articles along usually have good explanations and reference images nowadays.

It really helps to see how the muscles and bones fit together. Everything starts making sense then.


9a413e  No.16044991

>>16044984

>A few books I bought

medical type books or artistic?


b5159c  No.16044995

>>16044991

Artistic


9a413e  No.16045031

>>16044995

I've been thinking about making a fully rigged 3d muscular model for artistic references, but the amount of effort I assume it'll take to get muscle group info daunts me.


b5159c  No.16045053

>>16045031

Can't learn until you start practicing. I did originally the mistake of downloading tons of images of muscle groups and anatomy and just copying it. That doesn't work.

A good anatomy book for artists can be a very good basis since they show you the parts in different motions and postures. But the important thing is to view the body as a whole. Muscles and skeleton work together as one. The shapes of the muscles are directly influenced by the bones and vice versa. Once you look at these things together things just suddenly start making sense.

In any case learning the basics is always important.


9a413e  No.16045090

>>16045053

I actually wanted to make a posable 3d model that showed all relevant muscles and that deformed properly with poses for artistic reference. Maybe once I could make it I wouldn't need it, but also maybe I could sell it.


9a413e  No.16045095

>>16045090

You'd be able to make and position lights and change camera position and FOV.




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