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

File: 21804c6cb903122⋯.png (142.47 KB, 1000x775, 40:31, 1.png)

d6e546  No.16227771

Your very first game 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: >>16160853

Announcements

>QUARTERLY DEMO DAY SCHEDULED FOR May 5th (05/05)

>Please contribute to the wiki if you can

541767  No.16227876

Dead thread?

I'll post some music. It's two versions of the same song, the second being an underwater variation.

https://files.catbox.moe/bywfts.mp3

https://files.catbox.moe/s90fkt.mp3


683130  No.16227919

File: c2a89759e23dbd0⋯.png (233.37 KB, 1108x881, 1108:881, gamedev funding.png)

Don't forget to apply to European Union for gibs, so you can have more free time to make your game and participate in /agdg/ threads!


e6060a  No.16227922

>>16227876

Nice. Very comfy.


d6e546  No.16227999

>>16227919

How much will they pressure you into adding interracial cuckolding into your game?


d6e750  No.16228020

File: ec1a9ec29403809⋯.jpg (171.34 KB, 1200x1600, 3:4, 594f92bcb7546ca7f9df6011b9….jpg)

Is it possible to /agdg/ and have a gf? I don't see any way it'd be possible to juggle work, time with a gf, life's shit and doing gamedev. I've spent the majority of my freetime working on my game and even that alone doesn't seem like enough.


632c41  No.16228031

One day, I'll finish a demo instead of having a dozen half-baked ideas per year


541767  No.16228043

>>16228020

You could always make games WITH you gf, I suppose, but you'll have to fucking leave normalfags get off my board fuck you get out


e6060a  No.16228322

File: 73b656846478aa7⋯.png (89.13 KB, 400x876, 100:219, 8agdgIRC.png)

I made this image to get more of you into the IRC. Come join us.


d6e750  No.16228323

File: fb1efe70575f177⋯.jpg (357.31 KB, 1920x1080, 16:9, fb1efe70575f177829c64ea8df….jpg)

>>16228043

Who knew lurking /sig/ could turn you into a normalfag.


541767  No.16228422

>>16228322

What is the point of either the IRC or the Discord group? What purpose do they fulfill that the threads don't?


e56be4  No.16228444

>>16228422 (nice)

Namefagging and drama, I suppose


9f2b74  No.16228458

>>16228422

To nodev all day instead of actually making progress.


541767  No.16228467

File: 28e412f29f5f1d9⋯.jpg (127.18 KB, 975x705, 65:47, 28e412f29f5f1d997c8c4edf1b….jpg)

>>16228444

I meant good purpose, but that sounds about right.

>>16228458

I already do that well enough on my own.

>16228458


e6060a  No.16228497

>>16228422

In the past I know the Discord has been used to participate in game jams. Personally I don't use IRC regularly or Discord for gamedev in general so I can't speak for the people who do. I made the image because if people are going to use a chat application I would rather the IRC be used instead of discord.

>>16228444

Impressive. Very nice.


632c41  No.16228516

File: 25a263eb6ec0cda⋯.png (4.9 KB, 334x199, 334:199, ClipboardImage.png)

Suppose I have some kind of map chunking set up. How would I do things like light or LOS calculations across multiple chunks, without having to do bounds checks or seeing which chunk it would be in?

Jumping between references in a tight loop like that would probably tank performance pretty bad


825425  No.16228549

>>16228322

I tried joining that a while back, but Rizon doesn't allow my VPN to connect. Any way around that?


6e4f5e  No.16228590

File: 7b10687327ae767⋯.png (1.32 MB, 1118x587, 1118:587, edengrall the ivory city.png)

File: 5ace5a03fcf3ce6⋯.png (1.36 MB, 1118x587, 1118:587, edengrall the ivory city2.png)

File: 9bd84350bf76d3f⋯.png (1.38 MB, 1118x587, 1118:587, wall fixed.png)

Fixed walls, and changed the colors, looks much better white


e6060a  No.16228613

>>16228590

Do you have tides in the game or did you bring the water down just for the moment to work on textures?


3265e1  No.16228614

>>16228322

irc pls go


3036a1  No.16228635

>>16228590

but where's the gameplay

all i remember is the pseudo working farming and wall climbing


6e4f5e  No.16228646

>>16228613

The water right now is transparent, quite hard to see from this angle, but it is there

We want to add tides and waves later, i am building with city with this in mind, but right now its stationary at a fixed level

>>16228635

My brother is making the new cooking system while i fix the city, we gonna have gameplay for the demoday


bd5888  No.16228661

>>16228549

You can try using a web client like Mibbit.


b295f0  No.16228662

>>16228020

Have one? Yes. Find one? More difficult.


e6060a  No.16228823

File: 955324295c2b66b⋯.pdf (1.02 MB, Pixel art vol0.pdf)

File: b7386ace983931a⋯.pdf (2.21 MB, Pixel art vol1.pdf)

File: bed34b278adc625⋯.pdf (1.66 MB, Pixel art vol2.pdf)

File: e66e04228e7fde1⋯.pdf (3.72 MB, Pixel art vol3.pdf)

File: 42e58ba826452fd⋯.pdf (4.73 MB, Pixel art vol4.pdf)

Dumping Pixel Art PDFs.


e6060a  No.16228826

File: 576df56efd28ef3⋯.pdf (3.57 MB, Pixel art vol5.pdf)


e56be4  No.16228915

File: bcd43e8607a6d3f⋯.jpg (49.63 KB, 300x353, 300:353, bcd43e8607a6d3f6acfd6ee450….jpg)

>>16228826

Thanks a lot mate.

Got any basic math books for gamedev? I've been studying law for 10 years and I'm rusty as fuck in basic high school math.


09422c  No.16228928

File: 96ea858c9771c14⋯.jpg (7.73 KB, 184x154, 92:77, 1547969001873.jpg)

>finished a couple tracks, made slight progress on others, and drew some terrible pixel """"art"""""

feels pretty good even though its shit tbh


e6060a  No.16229000

>>16228915

No, sorry. There's always Khan Academy for basic math.


4776af  No.16229225

>>16228915

Not a book, but this is a very game specific overview of some math stuff: http://blog.wolfire.com/2009/07/linear-algebra-for-game-developers-part-1/


c05014  No.16229407

where can I get some really good substance painter tutorials?

I've already tried toe ones Allegorithmic has and I'm not a big fan of most of them, right now I've been watching Mike Hermes on youtubes stuff, but would like to add more 'retard proof' guide guys


a1937d  No.16229479

>>16227919

>Shinobu Project

Is that real? Shinobudev is EU-subsidized?


e56be4  No.16229552

File: 8555b1031198b53⋯.jpg (595.06 KB, 900x900, 1:1, Pixiv.Id.197429.full.19972….jpg)

>>16229225

Thanks a lot mate. Gonna give it a go during the week

>>16229000

Thanks for reminding me of Khan Academy, anon also sick trips


6e4f5e  No.16229625

File: 5b590cceda31b09⋯.jpg (56.66 KB, 1280x720, 16:9, are you an italian.jpg)

>>16227919

I got Italian Citizenship recently, can i apply to this?


79cc53  No.16229645

File: c564d17fbbca857⋯.png (556.26 KB, 976x497, 976:497, tfw jet fuel cant melt ste….png)

>>16227919

Is there somekind public document with abstracts for these? I would assume they had to submit something like that for the grant and some titles look intresting.


848406  No.16229653

File: b4250e75a815780⋯.webm (542.89 KB, 962x678, 481:339, movement.webm)

Doing it boys


ef3111  No.16229941

>>16228661

Still blacklisted. Keeps directing me towards dronebl. Feels bad. Maybe I can try SOCK5 connections or something.


a1937d  No.16229953

>>16228322

>>16228549

>>16229941

8/agdg/ IRC is pretty dead though.


bd5888  No.16230060

>>16229953

There's some anons chatting. Hardly dead.


ef3111  No.16230068

>>16229941

This anon again. For future reference, if your VPN has SOCK5, you can bypass blocks.


e6060a  No.16230072

>>16230068

He's already in the IRC.


675101  No.16230101

>>16228322 (checked)

I have joined this IRC channel already for several months before you made this issues more apparent.

t. skullshit modder fag pro

>>16228020

Just get a waifu of your choice, problems were not.


78c903  No.16230125

How do you keep the motivation to program games for fun while being a professional programmer who's dealing with code 8 hours a day? I get to lunch time and I can't wait to get started on my project after work, but by the end of the day, I'm just fucking burned out on programming and play a video game or work on another hobby.


e6060a  No.16230169

>>16230125

Just start. Write down what you need to work on, put on some music, and work on the game for 10 minutes without distraction. If you don't enjoy it then stop. May not be enough every day, but some days just starting is all you need to work the entire afternoon.


a6a9eb  No.16230181

>>16230125

Work on your game at your job if you can get away with it. Work on something that you can use both at work and in your game.


cbd4a7  No.16230347

File: 8f8b4d8c86a054b⋯.mp4 (980.76 KB, 500x500, 1:1, clouds.mp4)

File: 0fa40ff6298087d⋯.jpg (712.92 KB, 1060x1200, 53:60, 73341438_p5_master1200.jpg)

Been working hard on a simple cloud shader. It's based off of a talk from a 2015 SIGGRAPH presentation. The presenters were the guys behind Horizon Zero Dawn. I made a tool to generate my 3D noises, spit them out into a 3D texture and then spent a couple days figuring out how the fuck it works. I think I finished it for now. I just need to make the weather system driving this now.

>>16228590

Pretty! Seems like you have a shitload of work to do to fill it with props!


e6060a  No.16230352

>>16230347

That's neat. I'm guessing you'll change the Cloud Map Texture to something less ordered than a circle in the future?


cbd4a7  No.16230403

>>16230352

That's the plan. Also to encode in other stuff in the channels. Need to optimize it for VR first though. Shit is expensive.


171ee2  No.16230448

File: 2d1b9ee0e947c11⋯.png (1.19 MB, 1362x1542, 227:257, 抹茶のるちぃ - (*´ω`*) (73341438….png)

>>16230347

full res shinobu


e44d1c  No.16230455

>>16229479

unfortunately not

https://eacea.ec.europa.eu/sites/eacea-site/files/eacea_24_2017_list_of_selected_projects.pdf

I think only companies can apply and afaik Shinobudev is not Sir Hal SA

>>16229625

>can i apply to this

depending on the country, it can be easy as pie or horrible. I wouldn't want to start a company, knowing all the takes and expenses that calls for over here


cbd4a7  No.16230466

>>16227919

Wait wtf is this? I didnt apply for shit. If they offered me $150,000 I'd say fuck off. Calling Fake and Gay.

>>16230455

That isn't me. But Sir Hal is my Steam name.


a1937d  No.16230467

>>16230466

lol, identity theft.


cbd4a7  No.16230470

>>16230467

They got everything about me wrong so. I believe you've been rused.


a1937d  No.16230471

>>16230470

Worth a chuckle anyway.


e44d1c  No.16230486

>>16230466

>That isn't me. But Sir Hal is my Steam name.

yah I know, My point was you not being a joint-stock company either


8c6625  No.16230525

>>16230466

>>16230470

Relax and look at that image again. Notice the anti-aliasing on the font.


f8448d  No.16231087

>>16227919

oh my god trine 4 is going to suck isn't it?


1ece74  No.16231090

>>16231087

Just like the last 3


f8448d  No.16231120

>>16231090

i don't mean to be optimistic on 2019 on 8chan of all places, but they've returned to 2D scrolling movement and the soundtrack sounds as good as ever


9b8a4d  No.16231886

>>16227876

I'm gonna put it in my game without permission


541767  No.16231918

File: d351a6c1f990414⋯.jpg (69.98 KB, 780x488, 195:122, c2b93f775f137deecb66a6d79e….jpg)

>>16231886

You'll be a nigger, then.


43a743  No.16232176

File: a1ed30c044b2894⋯.png (72.99 KB, 512x512, 1:1, test.png)

>>16228020

Normalfaggotry doesn't work well with aggydaggy, I can promise you that.

Also font rendering is ass, fuck it to hell and back. Anyone ever used msdfgen for runtime MSDF-generation? I'm curious if it's performant enough.


9f2b74  No.16232498

>>16232176

(M)SDF's cost fucking potato to render since they rely on usual linear texture filtering.

Whether the compile-font-to-texture is fast enough for your purposes is something you have to test for yourself. But I don't see much reason to compile during runtime since you can just ship your game with a precompiled version.


43a743  No.16232564

>>16232498

Yeah I don't mean the rendering, the rasterization to bitmaps. You want to compile during runtime since it's impossible to know what glyphs might show up during runtime if you have arbitrary input. Otherwise you'll have a bunch of unsupported glyphs. Preferably the texture atlas is refreshed at regular intervals to prune glyphs that haven't been used in a long time.


6e4f5e  No.16232757

File: 1e2b2aaf38954ba⋯.png (1.34 MB, 1114x589, 1114:589, colliders.png)

>>16230347

Thanks bro, yeah filling it with flowers and shit will take ages, but it will be worth it

Can we steal your cloud shader after you are done? :^)

>>16229649

I have Italian ancestors, so my family could get the citizenship its bad timing since the EU is falling apart, but better than staying a huehue monkey forever

>>16230455

Oh if it actually requires starting a company they can get fucked

Almost finished the town reform, just need to finish the new simplified collider models


43bcb7  No.16233983

Alright I tested out C# in Godot and I didn't like it. Removed the script and reattached the GDscript script I was using previously but when I try to compile it I get errors about the C# script that was just. Is this fixable or just a bug and I should make a new project?


43bcb7  No.16234024

>>16233983

that was just removed*


36a758  No.16234312

>>16228322

They're always an inevitable circle jerk. Consistent handles and all that baggage carries over and taints the point of this discussion format

>>16228020

Nothing worth doing is easy, and nothing hard is ever done without sacrifices

Unless you're lucky and one your donned responsibilities complements the other, but then again its more stress/shit you need to deal with.

Tho u do u, you'll figure out what u can handle


127b45  No.16234429

>>16233983

When you remove a saved script it will still exist in the project folder unless it was a builtin script.


e24032  No.16234811

>>16233983

If need be, join the Godot official Discord.


d6e546  No.16234956

File: 3ddc9bb45d6af8d⋯.gif (232.56 KB, 320x240, 4:3, 163676.gif)

>>16234811

>join the Discord


870a01  No.16235751

File: 820d0b5f5362284⋯.jpg (64.74 KB, 637x476, 91:68, mika.jpg)

Alright, brainlet here. what would be the 2D array equivalent of


Room[,] rooms;

in gdscript? Considering Room is class.


3f7f9f  No.16235809

>>16235751


var rooms = []
rooms.append([])
rooms[0].append(Room())


3f7f9f  No.16235815

>>16235809

For clarification, you don't so much construct a 2D array of an object as you fill an array with arrays containing the object.


870a01  No.16235914

>>16235809

>>16235815

>Parser error: Unexpected token: Identifier: rooms

This is very tiring. Found a video example of drunk walker procedural generation in Unity but I don't think I'll be able to port it.


572ad2  No.16236140

>>16235914

What's your code?


870a01  No.16236396

>>16236140

Absolutely nothing so far. I think my problem stems from the fact that a C# script in both Godot and Unity has a defined class in where I should two dimensional array should be, whereas a GDscript doesn't and declaring >>16235809 outside of a function causes an error. I wanted to avoid C# because it's buggy and not using it causes issues outlined here >>16233983 and deleting the scripts in the project folder doesn't help. Maybe I should check the discord like one anon said.


e8a5d2  No.16236923

>>16229653

NICE

>>16228020

If you have a gf I would spend more time on her, projects can be come back to and done periodically, good relationships cannot.


9b8a4d  No.16237043

>>16228020

Work on your project and don't worry about the feelings of some whore. She doesn't really care about you and the minute she thinks she can live without you she'll turn her back on you and you'll regret not doing more /agdg/.

Women only give you the illusion of feeling loved in exchange for emotional validation and security.

Ask yourself what's more important, anon.

>Getting your dick wet for about a year and then getting your heart broken

>Improving yourself and conquering all skills you wish to master.

Pick one.


0f08a5  No.16237614

File: 560cbd85f5c1f36⋯.gif (3.27 MB, 600x357, 200:119, How its made npc_e9a30b_67….gif)

So, I bought myself RPG maker for 20 bucks. How do I make custom flavor text for specific enemy attacks?


127b45  No.16237648

File: ae55ec71b411ac6⋯.jpg (11.29 KB, 480x360, 4:3, worf laugh.jpg)

>>16236923

>If you have a gf I would spend more time on her, projects can be come back to and done periodically, good relationships cannot.

>>16237043

>Work on your project and don't worry about the feelings of some whore.


166a57  No.16237666

>>16237614

Enemy skills work just like player skills. The relevant text boxes should be right there under the skills tab, just replace the text.


0f08a5  No.16237676

>>16237666

So, I would need to make custom skills for enemies that I want to specifically describe their action, such as: "The Old Boomer Man lectured you about young people ruining golf." Right?


fc98e4  No.16237700


870a01  No.16238310

File: d640865f60123bb⋯.png (17.26 KB, 434x235, 434:235, damn.PNG)

I don't get it


72d423  No.16238320

>>16238310

never post code as an image


05cdab  No.16238331

>>16238310

works on my machine


870a01  No.16238332

>>16238320

Wouldn't usually but it's simple and short, and the image tells it for me.


cbd4a7  No.16238335

File: f09f1ed762caf1d⋯.mp4 (221.88 KB, 500x500, 1:1, weather_test.mp4)

File: 907719461de4e76⋯.mp4 (246.02 KB, 500x500, 1:1, cloud_shadows.mp4)

File: ad496da2f209fc0⋯.mp4 (126.21 KB, 500x500, 1:1, cloud_weather.mp4)


769603  No.16238349

>>16227771

>that pic

What the fuck is that? What is it even meant to do? Has the author never heard of containers or algorithms?


038041  No.16238357

>>16238310

needs to be inside a function like _ready or _process


870a01  No.16238402

>>16238331

:^)

>>16238357

Alright, thanks, I didn't even think of actually browsing the documentation. I'm dumb.


18f44d  No.16238532

File: c0858b1fcd57bdb⋯.gif (2.36 MB, 320x240, 4:3, 2gZKviykTA-1.gif)

>>16227771

Finally solved my rotation code issue. Problem is Godot uses values between -179 and 179 (180?) for rotation_degrees values so I'd try to turn clockwise from -179 to 179 and my kinematic body would spin. Fixed, also not seen is some new textures I have (GPL 3.0 wew). I'm patching up some animation code but after I'll be testing interactions.


6e4f5e  No.16238827

>>16238335

nice stuff


a044b5  No.16238877

>>16228516

Instead of


For each light:
For each tile affected by light:
Find chunk containing tile
Do light on chunk

Do this


For each light:
Find area covered by light (rectangle approximation)
Find chunks covered by area
Subdivide area into subareas covering a single chunk
For each pair chunk,subarea
Do lighting for tiles covered by subarea

Your light code becomes simpler, because you only need a single chunk and a subarea (which obviously is just an area) as input. You can cache chunk,area pairs to do certain updates faster (flicker) and obviously all these operations are super fast. You can queue light updates easily if the chunk isn’t loaded (instead of searching for lights affecting a chunk as it’s loaded).

Cull work early and simplify for the lower abstractions. Simpler code is smaller code. Smaller code is faster code.


fc98e4  No.16239403

File: 4b3325a58b5c751⋯.png (Spoiler Image, 213.69 KB, 506x397, 506:397, qTox_Screenshot_2019-01-31….png)

>Godot 3.1 came out several minutes ago


e6060a  No.16239511

>>16239403

In case anyone is curious, this is what 3.1 adds.

https://github.com/godotengine/godot/blob/master/CHANGELOG.md#unreleased

Notable features include

>optional static typing in GDScript

>Constructive Solid Geometry, think brushes in hammer or the Boolean operator in blender.

>Better 3d grid, can be toggled with ctrl and configured in the settings

>Ragdols in 3d

>Cloth/Softbody simulation in 3d

>Improved auto-complete in the editor

>Improved Animation Editor, Animation Tree, and Inspector

>File and folder viewer unified


fc98e4  No.16239549

>>16239511

>After so much work on improving usability and compatibility, the main focus will move into further improving rendering. The current GLES3 renderer will be deprecated in favor of a Vulkan-based one and 3D rendering will once again become prioritary. The goal is to release Godot 4.0 one year from now (or less, I hope) with a top notch modern renderer capable of everything the other big engines can do.

>In parallel, other contributors will continue working on other areas and usability will keep improving. We plan to release Godot 3.2 in the second half of 2019 with those improvements (the Vulkan work towards Godot 4.0 will be done in a separate feature branch). Some of the areas we want to focus on are:

<Adding typed instructions to GDScript to improve performance of typed code.

<Adding FBX support, either via Assimp or OpenFBX (the official Autodesk library cannot be used due to their restrictive licensing terms).

<Improve the Android and iOS export workflow, in particular adding a simpler way to integrate mobile SDKs such as AdMob, without having to recompile the whole engine.

<Getting the Godot editor to run on a web browser (ideal for public teaching institutions).

<Improving networking to better support dedicated servers and modern protocols.

>And many, many more features. Of course, always keeping priority on stability and usability.

Using GLES2 and Vulkan over GLES3 is probably a good call. Many of the GLES3 renderer's features are kind of heavy on GLES3-tier hardware anyways.


d6e546  No.16239577

>>16239550

I started with Javascript and had no trouble moving to C.


6a817f  No.16239579

>>16239549

So what I'm gathering from this, is that Godot 4.0 will be the version of Godot that will finally be a proper rival to Unity?

>>16239550

Look into pointers and C++'s manual memory management. If it doesn't seem like a terrifying prospect, then learning C++ with C# knowledge won't be too bad.


fc98e4  No.16239592

>>16239579

Assuming they finally add some decent culling, yes. If you're targeting toasters and don't need much for culling, 3.1 is probably good enough in the meantime.


c14994  No.16239905

File: 49c5b7d4eeaac90⋯.png (10.15 KB, 629x479, 629:479, corner.PNG)

What do you guys use for your collisions? I'm trying to make CollisionPolygon work in segments but I'm not sure if I'm actually doing anything well cause sometimes outlines, or at least the selection of outlines seems to jut out when placed. I was thinking of using a line CollisionShape at first but I'd have to use more StaticBody2D parents then and it doesn't seem efficient. Pic related.


3036a1  No.16239933

File: 5b218019abb88cd⋯.gif (2.96 MB, 315x210, 3:2, 5b218019abb88cd4492cb78a1d….gif)

i've been making a pseudo-navmesh implementation for work for two weeks now

i'm still having nightmares from all the floating point errors just because the fucking agents would get stuck on corners/area transitions

lines are the work of the devil, stick with grid based pathfinding


251042  No.16241400

>>16239579

> So what I'm gathering from this, is that Godot 4.0 will be the version of Godot that will finally be a proper rival to Unity?

No. Putting aside how far ahead Unity is in raw tech, they also changed the development schedule of the engine. There are a lot of impressive developments going on in parallel right now.

Unless things go really, really wrong, you can expect Unity 2020 to be even further ahead of Godot 4.

That's not to say that Godot will be useless. I just don't think an engine deserves to be called a "proper rival", if it's only a viable alternative for a few select cases and people who insist on using free software.


be6c9e  No.16241447

I've been thinking about game development for a long while, would like to start looking into making a 2D game of some sort. Have some limited experience with C++, what game engine should I look at? Love 2D?


cb82ce  No.16241689

>>16238349

It's meant to ensure the author's job security. He's also your manager and best friends with the boss.


ea2b39  No.16242194

File: 7994fad9d98770a⋯.png (23.61 KB, 630x594, 35:33, ai_priority_debug_view.png)

Finally made significant progress on artificial intelligence. Creatures have flags in their bestiary database that shapes how they act. Anything being controlled by an AI (including summons or party members who have lost control) weighs every tile they can reach during their turn, favoring tiles that match their AI flags.

>Monsters with long spears that can form a phalanx

>Warriors that try to draw people into 1v1 combat

>Body guards that actively protect targets

>Skirmishers that try to navigate into safe positions

>Assassin-minded enemies that attempt to finish off casters or weaker targets

>Leaders that can issue commands to influence the AI of other units in a battle

>Creatures that actively attempt to surround targets

>Dumb creatures whose only goal is aggressively hobble at the closest target without intelligently pathing

Since there are so many enemy base types, it makes monsters feel less like clones, which was a growing issue. It also means that monster difficulty is more than just a life pools and damage output. Whenever the game advances to the point where the party is clashing with roaming rival adventurer parties, they may not be overwhelmingly powerful foes, but they will (try to) work together as a coherent force.

Pic related. The goblet that is currently taking his turn has determined that it would be in his side's best interests to swarm the soldier, Sigmund. Goblets are woefully incapable of tactics, apparent by both their inability to properly flank the target, as well as their choice to swarm the character that is most adept at dispatching them. But poor decision making and the tendency to panic and rout are what make them low level monsters.


675101  No.16242526

File: 0546f2f48342726⋯.png (Spoiler Image, 268.12 KB, 1785x355, 357:71, 1.png)

File: fc329afca221c99⋯.png (Spoiler Image, 152.73 KB, 1496x270, 748:135, 2.png)

>>16239933 (checked)

>i'm still having nightmares from all the floating point errors just because the fucking agents would get stuck on corners/area transitions

Maybe you should consider asking those Spring RTS engine guys, I'm pretty sure they just have the solution to your problem. 0% Satisfaction guaranteed :^)


05cdab  No.16242535


632c41  No.16243430

>>16238877

Oh okay, so basically figure out a rectangle region per chunk and only poll those as appropriate


77ee00  No.16243508

>>16241447

What >>16242535 recommended isn't exactly an engine, it's a framework. I've used SDL a little bit, and have been meaning to get back in to it so that I can work on a more ambitious project I think it's a fine tool to use, but keep in mind that it doesn't really have any engine capabilities. You can use to to display graphics and handle mouse/keyboard/controller input, but all of the tools you need for creating a game (tiling engine, collision detection, etc.) will have to be created on your own using C++ code. This will give you much better insight into how the game actually works, but if you just want to get started prototyping or something, you would be better off poking around with one of the engines listed in the wiki (see the OP).

If you decide to use SDL, I have a few links to help you get started with it. I would recommend making a very simple game first to learn how to use the libraries it offers. Something like Tic-Tac-Toe, or Snake, or Tetris.

https://www.libsdl.org/index.php (There's a link to the main downloads, and a wiki with all the documentation)

https://www.parallelrealities.co.uk/tutorials/shooter/shooter1.php (This is written in C, but the concepts are the same)

http://www.sdltutorials.com/sdl-tutorial-basics

http://lazyfoo.net/tutorials/SDL/index.php (probably the best one to use, in my opinion)


632c41  No.16243630

File: 94177b7fd8a7e39⋯.png (2.29 KB, 203x136, 203:136, ClipboardImage.png)

In my tile-based puzzle game, how could I implement logic gates? Suppose I have a wire/signal system that is boolean (eg, each tile can be flagged as on/off, or its inputs and outputs can be represented this way).

I'm not sure how to resolve loops and NOT gates. Right now there's nothing to the system, but I'm not sure if it should send "signal objects" down a path, have power sources check everything, etc


632c41  No.16243750

>>16243630

Looking at how other games do it, it seems like they just have the wires with an on/off state, and an object that traverses them to set the appropriate state


01eec3  No.16243951

File: d4e827534a1a21a⋯.webm (449.92 KB, 994x694, 497:347, start room maybe.webm)

Alright I want to implement a Binding of Isaac style procedural room generation. So to do that I was thinking that I have to make every variant of room as a separate scenes which would then be called upon. Am I on the right track? Also can someone point me in the right direction algorithm or structure wise? All I ever made was a 2d platformer in Unity, and though it's easy supposedly, I'm not sure where to start with this.

>>16236923

ty fam


9f2b74  No.16243996

>>16243630

>I'm not sure how to resolve loops and NOT gates.

You don't resolve them.

There's two ways to deal with it:

>Delay activation. A NOT gate connected to itself produces a "blinking" state, switching between on and off every tick.

>Set a maximum "depth" on resolving object changes, and when its reached, either refuse to process objects further down the line, delay the activation as described above, or do something like throw an error or have the gates flatout explode to make it clear to the player he's retarded.


8ad898  No.16244146

File: b635e064b0789d2⋯.mp4 (1.22 MB, 852x480, 71:40, thing.mp4)

Wokring on making homing feel more natural, this is what I got so far. Next stop: inertia.


632c41  No.16244149

>>16244146

>(1) and done

I kid. I've always wanted to make a GBC Zelda clone. What are you doing this in?


8ad898  No.16244192

>>16244149

Java since it's the only language I know so far. Wasn't going to do much with this but get some beginner gave dev exp but the idea of making a gb zelda clone grew on me so yeah who knows.


929104  No.16244524

File: bd27793a890686c⋯.jpg (280.22 KB, 1080x1080, 1:1, cube.lad_BsqKPL_l_jr.jpg)

How do you figure out formulas for stuff like population growth/research costs for games like civ? Is it just trial and error?


165655  No.16244647

File: b73da2e0d7e39ef⋯.webm (5.67 MB, 640x360, 16:9, Adventure Maker - Create,….webm)

>>16244149

If you just want to test ideas, there's Zelda Classic, the Solarus Engine and more recently Adventure Maker (which is GBC styled). Also, there are lots of tools for hacking the NES Zelda games, and even one in particular ("The Legend Of Link") looks pretty close to the GBC style.


eb5357  No.16244740

>>16244647

>make games with no coding experience

>>16244149

Template software and template ideas are the reason why the indie gaming scene is irrevokably pozzed.


632c41  No.16244791

>>16244740

Gee, sorry for setting the target for my first amateur game to be something familiar and safe


eb5357  No.16244881

>>16244791

Way to aim low faggot. It isn't hard to learn some pajeet language and make a simple first game. It will pave the way for better creations and give you experienceto boot. How is a template going to teach you how to render tiles and make ai? At the end you'll end up with something no better and no different than the crap that's dumped on newgrounds by the truckload and get nothing out of it, not even the sadisfaction of creating something.


c80ca1  No.16244964

Should /agdg/ be renamed to /gdg/? Is "amateur" a misnomer? It implies a lack of skill. All the best games are made by "amateurs". One of the primary motivations for us getting into game dev is how much modern studio games suck. The name "AGDG" is a relic from 4/v/.


95e5a1  No.16245000

>>16241400

What is godot good for in your opinion?


eb5360  No.16245006

>>16244881

>it isn't hard to learn some pajeet language

Actually, it is hard for a first timer and takes commitment but that's no reason why you shouldn't do it.


1c1ec5  No.16245013

>>16244964

replace amateur with autistic, done


541767  No.16245014

>>16244881

It's a good tool to figure out whether you actually like the process of making games - designing stages, telling stories and so on. What if anon comes to the realization that he'd much rather just play Zelda instead of make it, and that this isn't for him?


12bfe1  No.16245047

File: cb831b8d855eca5⋯.jpg (121.45 KB, 1024x682, 512:341, HolePunchCloud.jpg)

>>16230347

Are you trying to make fallstreak holes?


c5eba9  No.16245052

File: 69ab98d6e5a3a4f⋯.jpg (15.22 KB, 319x374, 29:34, 68a87cc9caa5f8895b91fdd83b….jpg)

>>16244964

What does Amateur have to do with skill? Amateur simply means doing something for enjoyment instead of as a job or for money, doesn't matter if you're a beginner or an expert.


541767  No.16245063

>>16245052

The correct term for that is hobbyist.

Amateur implies both doing it for fun and a lack of professional skill.


c5eba9  No.16245104

>>16245063

Amateur has its roots in French and means lover/admirer etc. Using the word Amateur to imply a lack of skill is a misnomer and incorrect idiom that sadly is way too prevalent in our society where everyone who doesn't earn money with something is automatically assumed to be shit at it. Same goes for Professional, which is wrongly used as a synonym for skilled even though Professional simply means you're doing x as a profession/earn money with it.


541767  No.16245125

>>16245104

From a pure grammatical standpoint, you're probably right, though the general correlation is inescapable. It's like every single word that niggers have co-opted to their coon-speak - they might be legitimate words in their own right but you instinctively avoid using them.


01eec3  No.16245162

>>16242194

Not sure what else to say but cool stuff, anon. I probably wouldn't be able to do something like this.


251042  No.16245183

>>16245000

>What is godot good for in your opinion?

Right now? Small-scale games. Mostly 2D and mobile-tier stuff.

Long run? Hard to say, but I think there is a real chance that Godot could effectively displace engines like RPGMaker and GameMaker. Nice tools with a nice workflow, an active community is already building around it and from a technical perspective it's a much more capable engine than either of those. Maybe someone will create a really good project template and a set of editor plugins to help devs create RPGMaker style games on top of a much better engine.

VNs are another example. You could totally build a powerful VNMaker based on Godot today, if you wanted to.


ab3803  No.16247322

>>16245014

Would a tool that lets you put premade sentences together help you figure out if you actually like the process of writing books? Does customising a subway sub let you figure out if you like the process of cooking an actual meal?


541767  No.16247334

>>16247322

You have to put hard work in to get to do the easy work, yes, that's how game development works. But if a person can't even enjoy the easy work, what chance does he have of enjoying the hard work?


d6e546  No.16247388

File: 4a9e32c4022e2d3⋯.png (39.82 KB, 409x388, 409:388, 71csqr2ua.png)

>>16244647

>webm

>make zelda engine with fancy level editor

>WOW I MADE A ZELDA GAME IN 10 MINUTES USING THIS AMAZING ENGINE

This really bothers me because I think there's a fundamental misunderstanding in the game dev "community" about what a game engine is or what it's supposed to do.


d6e750  No.16247750

File: 277a6a82a93d448⋯.jpg (28.16 KB, 480x468, 40:39, 277a6a82a93d4480de9be3a919….jpg)

>>16247388

>I think there's a fundamental misunderstanding in the game dev "community" about what a game engine is or what it's supposed to do.

Think about who the game dev community is made up of, then think about what portion of the community that video was designed to target.


79cc53  No.16247854

File: 9490abcd97cd942⋯.png (410.43 KB, 635x432, 635:432, 1461655076581.png)

>>16244524

Set it to real life values and then adjust for balance.

Assuming that the timescale is not 1:1 realtime since you said civ,real values would be stupid slow if that was the case.


038041  No.16247893

File: 8b2a9f8c5752c1e⋯.jpg (37.63 KB, 680x381, 680:381, all of this matters.jpg)


9f2b74  No.16247901

>>16244964

No. The "Amateur" part is important because it makes it very clear you should take any advice from these threads with ample amounts of salt.


8a9f0f  No.16248168

>>16233983

Did you delete it from within Godot or in your native file manager? If you deleted from your file manager (and occasionaly this happens from within Godot too) the script is still referenced in the solution files. If you delete the .sln and .csproj files from your project folder and let them rebuild it should be fine.


bab672  No.16248742

File: 681c094ea24dc5c⋯.jpg (20.69 KB, 474x266, 237:133, 189677.jpg)


cf3fd7  No.16248743

>16 day break from school to get some dev time in

I think I can make something playable in this time. Which is good because once I get back to school there won't be a lot of time to get something ready for the 5/5 demo day.

>>16247901

Also to specify that if you see something absolutely horrific, it's because none of us are AAA programmers with ages of experience. And when that fag who was making the waifu tank game outed himself as one he was promptly chased off


9f2b74  No.16248794

>>16248743

>And when that fag who was making the waifu tank game outed himself as one he was promptly chased off

Wasn't he chased off because he was shilling his paytreon? I haven't really kept track.


bab672  No.16248834

File: 7e27e9f87cff34e⋯.png (23.74 KB, 399x163, 399:163, stumped.png)

I made some progress today until this happened.

>>16248794

Ye, he used foreign lingo that outed him as a shill. We have the back of AAA devs usually.


cf3fd7  No.16248848

>>16248794

He wasn't actually participating in discussion. He was just using these threads as a marketing space to shill his Twitter and Patreon, yes.


b274ba  No.16249372

>>16248794

He was chased off because he talked like a huge fucking faggot with emojis and wouldnt take part in any thread conversations.

>hewo its da waifu gamdev guy mkay xP


75e4fa  No.16249385

>>16248834

>writing your game in a meme language

Shitposting aside, this has to be one of the most useless error messages I have ever seen.

I know jackshit about Rust, but I have two guesses:

- map is destructive and returning a modified copy of diffuse_map breaks the memory management rules (you do seem to make an explicit copy of diffuse)

- iter is somehow necessary (you don't use it before mapping over diffuse_map, unlike with materials)


bab672  No.16249631

>>16249385

>map is destructive

That was it, diffuse_map needed to be a reference:

m.diffuse_map.as_ref().map(...)

>iter is somehow necessary

The iter call makes an iteration object for the Vec<> of materials by reference, similar to using std::vector::begin() in C++. Diffuse_map is an Option<> that doesn't need iteration state, it's a single value which is mapped destructively.

That said, Rust also has an iter() for Option<>!

m.diffuse_map.iter().map(...).next()
It converts the Option<> into an iterator object, the next() method of which returns an Option<> for the first and only element.

Both of your guesses are spot on! If you find Rust intuitive, maybe give it a try? Thanks for the help.


70b627  No.16250008

>>16248834

>rust

based


c80ca1  No.16250748

File: b661e3062b113a9⋯.png (29.92 KB, 2048x1024, 2:1, cuck.png)

File: b2f5a0eb65b2167⋯.jpg (133.67 KB, 962x541, 962:541, dung war.jpg)

>>16250008

It's not based when you learn about the devs. You can write C++ safely if you're not a shit flinging pajeet.


d54475  No.16251208

I've already made a bit of a game (FPS) in UE4, but unity's ECS + data-oriented system looks really appealing, especially considering how shit the performance on unreal can be. Would it be worth it to try to port everything to unity? I've got about 3,000 lines of code btw.


f90432  No.16252019


e7ab13  No.16252078

File: 5f0bd84522bdb65⋯.png (15.23 KB, 308x306, 154:153, logo.png)

>>16235914

Sounds like you already found a solution, but you don't ever need 2D arrays. They are purely for ease of use.

Declaring somearray[width, height] turns into somearray[width*height]

Accessing somearray[x, y] turns into somearray[y*width + x]

You can even make functions out of it to get pretty much the same ease of use despite a language not supporting 2D arrays, albeit with a very minor added overhead. In fact generally 2D arrays have a minor added overhead compared to 1D ones either way, though perhaps less due to compiler optimizations.

>>16244964

>It implies a lack of skill

It implies you are not a professional, and thus that you do not do this as your profession, AKA the game you're working on is not your job. Neither amateur nor professional have anything to do with the quality of the end result.

Else you'd see me posting regular updates of the game I worked on that's releasing on Steam next week instead of me hardly posting here because work drains too much of me for me to dev in my spare time as well.

>The name "AGDG" is a relic from 4/v/

And a "relic" of the past 5 years we've been posting on here, making our own logo, board/thread-tan, and community.


3036a1  No.16252140

File: 89d404331da151a⋯.webm (9.19 MB, 800x600, 4:3, 2019-03-16 13-16-18.webm)

well there go 90 dollaridoos on archimatrix

i can guarantee you this will feel like a waste of money in a few hours

for the most part it does work pretty well once you figure everything out. only downside so far is that lightmapping doesn't quite work right unless i export the model and generate lightmap uvs

7/10, would recommend


00d205  No.16252167

>>16250748

I guess you're a shit-flinging pajeet then.


3036a1  No.16252246

>>16252140

nevermind, there was a setting for the lighmap uvs that i missedm 9/10


000000  No.16252333

>>16250748

>You can write C++ safely if you're not a shit flinging pajeet.

I'd go farther and say that as long as you write actual C++11, and not 'C with classes', it's pretty difficult to find any unsafe corners in the language.


40d7b5  No.16252521

>>16252140

>Press E to talk with TestAI

>Punches you

Perfect.


cf3fd7  No.16252656

File: 468a8f81d42950d⋯.png (3.24 MB, 2560x1440, 16:9, agdg_wp_1.png)

>>16252078

>Community

I wish the /agdg/ board was more active. I don't like agdg's current state of mostly being a subculture of /v/ where the /agdg/ board itself is treated more as an archive of progress posts granted it's far better than it used to be, but it's not like here where you can count on more than one post being made per day. I wish these threads could act more as a community outreach to get people on /v/ who are interested in making games(or are currently making one) to come over to the /agdg/ board.


251042  No.16252661

>>16252656

I think the sad reality of it is that we don't have enough active users to keep a separate board alive. I can't say how much, but some of the activity in these threads comes from regular /v/ Anons dropping by. That would stop, resulting in even less activity.


675101  No.16252665

>>16252656

mfw I would like to post more but I'm far from doing game/engine dev posting because I have to learn C language first, and even then learning the language itself is tiresome - though for me everything nowadays is tiresome.

polite sage for blogpost


cf3fd7  No.16252698

>>16252661

But how much of that is useful activity? Because it seems like most of the activity these threads get from drive-by posters are just language autists that want to argue DDP vs OOP when that's probably the least useful conversation to have when talking about making video games. Especially since most of the publicly available engines (most anons here are using one) are built around OOP.

Then there's the issue I see all the time of anons not posting something because they don't think it's "enough progress".

LISTEN, NIGGERS. EVEN A SIMPLE BUGFIX IS PROGRESS ENOUGH TO POST ABOUT.

>>16252665

You need to seek support from fellow /agdg/ posters. We're all try to just like make game, so take all the help you can get from us.


d6e750  No.16252713

>>16252656

I think the /agdg/ board is good where it is. More traffic would just mean the progress threads would get buried under people asking for help and shitflinging over which language is the best.


cf3fd7  No.16252747

>>16252713

From what I've seen from /agdg/ the board, it seems that almost all of the shitflinging over languages comes from /v/ anons coming into the /v/ /agdg/ threads. Language decision could be it's own thread on /agdg/ to prevent filling the progress threads with uselss shit.


55eb7e  No.16252790

>>16252656 (e7ab13 here, switched locations and thus IP)

I personally really like the threads on /v/ archive on /agdg/ way we handle things. If these threads were made on /agdg/ with the same frequency as they are here, they'd just wind up burying people's personal threads, especially for people who can't dev very often. And I like scrolling through people's personal threads as they really give a sense of progress over time, like a devlog with more occasional shitposting.


d6e546  No.16252832

File: 2674d3ea5e184e2⋯.png (4.5 KB, 356x257, 356:257, 1943377.png)

>>16252656

Not going to use a board whose BO advertises discord.


ea2b39  No.16253286

>>16245162

>I probably wouldn't be able to do something like this.

Nah, it's a lot easier than it looks. I thought it was pretty daunting until I started breaking it down into smaller chunks, like figuring out what creatures want to do, followed by what they can actually do, and then weighing the options. I think turn-based AI is a lot simpler than most people realize, since you really only need to perform the majority of the work once per turn.

I watched some interview from one of the old Command and Conquer devs when I was fighting the urge to start 5 different projects and finish none of them. He made a good point about not having to make units appear smart, but simply avoid having them appear stupid. He was talking about pathfinding, but it inspired me enough to try. It just takes a few simple tests to prevent archers from running at characters and shooting at them from melee range, or making sure that monsters don't waste all of their AP rushing at targets that they wouldn't be able to attack. But as long as the player doesn't keep stopping to ponder why the AI is a continuous colossal fuck-up (except for intentionally dumb enemies), then it's smart enough.


f3dcba  No.16253312

File: b2770c131313826⋯.jpg (74.39 KB, 1024x853, 1024:853, degrees of kot.jpg)

Alright. I want to get into this shit. Language I'll use is C#, question is unity or Godot?

I have a book with exercises on c# but what should I do them in? Just download an edition for visual studios?


675101  No.16253331

>>16252698

>You need to seek support from fellow /agdg/ posters

Thanks for being so kind, well I'm going to apologize ahead if I can't describe my problem clearly enough. I have the will wanting to learn how to program my own 2D game engine and I already got a idea what kind of type I would like to make (Tactical/Strategical game akin to X-Com/UFO Aftermath), so this is the least concern for me. I am already aware it will be a daunting task, especially the engine side of things but I think the long term benefit of that way will be much better than just modding games which I never had full "satisfaction" of doing so since I am familiar enough with this sort of process. Over the course of times my concentration seems to have reduced to a new low, even simple things such as using Python which is a much easier language to work with feels like a big hurdle to me, I can't even bring myself to make several very little programs and forming together into a bigger program. I did managed to do that about 6-7 months ago, but now it just doesn't work for me at all, like my brain just refuses to put my will into action to put it that way. Even if I go out for a walk (30 minutes to 2 hours~) doesn't help me, well to put it short can it be there is some kind of health related issue or something that prevents me to make progress even when it is just making little text programs?


55eb7e  No.16253423

>>16253312

>Unity or Godot?

Try them both, there's no way of knowing which you'll prefer. They both have good parts to them, Unity perhaps a few more but lacks the total freedom benefit Godot has due to being open source and libre.

>what should I do exercises in?

If you're on windows, you can do them with just any text editor if you have the .NET framework installed (which I think is installed automatically anyway?). Pretty nice for learning the basics of C# with small exercises.

You open command prompt in the folder your .cs file's in, type csc filename.cs, and it compiles and can be run by typing filename.exe

It may say it doesn't know what csc is, in that case you have to add C:\Windows\Microsoft.NET\Framework\[version number]\csc.exe to your PATH, or type C:\Windows\Microsoft.NET\Framework\[version number]\csc.exe instead of just csc every time you want to compile. I think it should work our of the box if you have only one version, though. Not 100% sure.


cf3fd7  No.16253609

File: 0c74faf01342593⋯.gif (466.18 KB, 279x281, 279:281, 0c74faf01342593f30a5fa3fc7….gif)

>>16253331

It could be seasonal depression. We're approaching the end of winter so your body is the most deprived of sunlight at this time. For me, I had the same issue a month ago of not having the will to do anything (to keep up with my classes, I forced my friends to do the assignments with me because there's no way I'd will myself to do it on my own).

I started taking a multi-vitamin, set two days of the week to completely ignore doing anything productive and just have fun and it helped clear up that issue. The thing they don't tell you about these things is that taking care of yourself is half the battle in staying motivated. Nutrition, fitness, doing your favorite things to de-stress, etc. It's all very important but often gets swept under the rug because you're so excited to work on your idea. Of course I'm no doctor though and this is just what worked for me, your mileage may vary.


cf3fd7  No.16253624

>>16253609

Oh, also,

SOCIALIZE

Nothing is better when you're feeling unmotivated than grabbing a drink with a close friend and shooting the shit.


f3dcba  No.16253663

>>16253423

Thanks, I'll give them both a shot. I want to get some practice them start with some basic games to get a feel for it. After that start on something larger.


39742a  No.16253680

>>16253624

>a close friend

what do you do if you're emotionally incapable for forming close bonds like this


fc477d  No.16253695

File: f730e8fedbac223⋯.jpg (77.19 KB, 384x313, 384:313, f730e8fedbac223b01820eee6b….jpg)

>>16228020

It depends on the gf. You can't know what kind of women are out there unless you look. Like 99% of them will require constant gifts and attention though so your concerns are not invalid, I mean probably, I don't fucking know I'm just a virgin.


6febec  No.16253696

>>16253680

You browse imageboards.


675101  No.16253716

File: 15a75f941eaa6ca⋯.jpg (79.57 KB, 850x400, 17:8, me right now.jpg)

>>16253624

>shooting the shit

This term is confusing me, are you actually implying I should just go outside and play with airsoft "guns" hitting cans or something? If you are actually talking about firearms, forget about in the absolutely cucked cuntry im living in.

>grabbing a drink with a close friend

>SOCIALIZE

Nigga I'm a shut in NEET, how the fuck I am supposed to find a friend that actually has a interest with programming, let alone starting from 0? I don't really like the idea at all having to rely on anudda person to migate my depression, god knows how long I will be able to stasy in contact with him.

>>16253609

>It could be seasonal depression. We're approaching the end of winter so your body is the most deprived of sunlight at this time.

It sounds plausible that sunlight has a effect on the mood, however I have my doubts that it is just sunlight alone that fucks my mental strength to hell and back.

> set two days of the week to completely ignore doing anything productive and just have fun and it helped clear up that issue.

That's what I do, I have no trouble spending more "energy" with lurking, yet when it comes trying to do even the basic stuff of programming it is impossible for me,

> The thing they don't tell you about these things is that taking care of yourself is half the battle in staying motivated. Nutrition, fitness, doing your favorite things to de-stress, etc.

Well I'm already taking a walk outside in different frequencies now, which is probably the only change I am successful with for months if not years. Once I go back to home I feel exhausted and maybe juust maybe I feel about 1% better or something which is not saying much.

>Of course I'm no doctor though and this is just what worked for me, your mileage may vary.

Figures it, I already visited the doctor a week ago and now I need to wait a few weeks to do the test and then waiting again to get the results of it. Well if my post comes a little bit too rude or way to dismissive of your post then I'm sorry about it, I know you just want to essentially give me advices somehow just even alone for the sake of information exchange which I appreciaty it heavily, just alone trying to type this long post drains me even more of my energy than I have. Well I kind of already figured already my possible problem which is probably testosteron related since I took a pill off the shelfs freely available - no prescripbition, while it indeed worked heavily I'm also afraid this is just a temporary solution that would probably fuck with me even more in the long rung.

I already feel ashamed of posting that in the first place but honestly I haven't made any sort of progress in ages, not with programming or modding. As I wrote again my will is there but I have a hard time to explain that I have some kind of brain fog going on. And yes I did posted a lot of progress on this threda some times ago I think it must be years or months the last time I did, if you want to know more just ask and I will tell.


3036a1  No.16253732

File: 0a1bddef439cb95⋯.jpg (77.93 KB, 643x820, 643:820, 0a1.jpg)


9f2b74  No.16253747

>>16253331

It's hard for someone else to say why you're having problems.

Maybe you're a bit too hardworking and overworked yourself, or maybe you're intimidated by work and just have trouble starting.

Maybe you're depressed, or maybe gamedev just isn't very stimulating to you compared to your other hobbies and/or work.

We can make assumptions, and we can suggest solutions.

Maybe you need a gf or waifu or tulpa to motivate you.

Maybe you need to start meditating, clear your mind to aid your focus.

Maybe you need to ask yourself what you're doing this all for. What exactly you want to achieve.

Or maybe your life is just too monotone, and you just need to break your habits a little bit to make your brain a bit more flexible.

Anons on the internet, on virtue of often straying far from the norm and often being shut-in NEETs themselves, aren't really reliable when it comes to good advice.

I'd tell you to visit a professional, but they're often shit at giving advice too, since they make their money getting you to come back for more.

The best advice I think I can give is "just try shit and see what sticks".

>>16253732

No, he wasn't replying to you.


55eb7e  No.16253773

>>16253716

Shooting the shit is a term used to describe hanging out with one or more people and conversing leisurely, though technically may either refer to "shooting back" some of "the shit" meaning alcohol, or be a term originating from trench wars where soldiers did indeed just set up targets and shoot them to pass the time.

As for your problem with finding friends, you'll either just have to work on it or live with depression. Our dumb monkey brins require human interaction, some of us can satisfy that with just imageboards, most can not. Generally more direct online interaction (like chats) works better than indirect ones (like 8chan or for instance facebook posts), which is why IRC could be useful as discussed earlier in the thread. Voicechat would be one level above that, and face to face interaction is ideal.

Like most things in life, actually getting these things set up if you didn't get them automatically growing up is a massive pain, but would do wonders to improve your hormonal needs and thus how happy you are. Exercise is another one of those, and even a decent routine and cooking skills apply. I myself only have half of those things and it's better than when I had less of them, though fuck me is it exhausting to get to the point where they become routine. It's really tempting to give up, best advice I've figured out so far is to just cause something external to force you to do it, but that might not work for you. I'm not certain I'll get everything listed working with my level of energy though. Hope my brain won't crave more than just good cooking, a routine, and semi-regular IRL socializing.


cf3fd7  No.16253774

>>16253716

"Shoot the shit" is a phrase meaning to just have a good time and ignore whatever's going wrong in your life for the time you're hanging out with someone. From what I'm reading, your body chemistry does seem out of whack or that you're suffering from some kind of clinical depressive disorder (For me, sometimes I wonder if my depression swings come from the hard things I experience in life or if I've inherited my dad's bipolar disorder and the timing of shitty things happening to me is just synced up to that) at this point the best advice I can offer is to take everything one thing at a time. Un-complicate your life as much as possible while you figure out what's going on.


675101  No.16253822

>>16253747

>It's hard for someone else to say why you're having problems.

I know, I thought maybe just maybe some anons or something knows better about this sort of stuff than me which made me decide to bite the bullet and just post it anyway.

>Maybe you need a gf or waifu or tulpa to motivate you.

No matter how hard I'm trying to concentrate on my waifu is just doesn't work at all, I don't know how other anons are doing it but maybe my method is a bit flawed or something. Is there uhh a reliable source of tulpa ism or something? I would like to know more. If it works to fix my motivation why not.

>Maybe you need to start meditating, clear your mind to aid your focus.

I have thought about meditation too, it is something I haven't tried yet.

>Maybe you need to ask yourself what you're doing this all for. What exactly you want to achieve.

Well I already know myself why I want to learn programming in the first place, because with the few games I have played recently did gave me a new ideas and made the idea of 2D turn based tactic actually less bad than it is. The first reason obviously is that the current state of games is fucked so I would only preach to the choir here. The second reason I do still believe that open source software would benefit games really a lot but it is something that is only visible in long therm and I really want to invest my time with that.

Well fuck it I will post anyway what games I have modded and why, it is not a big secret here anyway considering it is on the wiki already.

First modding attempt: Spring RTS. I considers this engine because I played a lot of spring RTS in the past which was during the times when it was also much more active, the major project I have is called Panzerstahl (I know probably not the most creative name), well I really like tanks and making models out of it is very simple so that's why I wanted a heavy tank RTS focus thing in the first place. I know already that Spring RTS seems to be awfully flawed nowadays mainly in the performance stuff, because from what I can remember with the much weaker machine I used to have I played with the RAI AI a lot which was fun for me, and the maps were fucking big and fuck it is like a total war going on and I really like it. But now even the chicken AI thing from complete annihilation seems to have serious performance bottleneck and I know that I did played a few matches of it and the performance was pretty okay with all the shit and effects going on. But now with the 100-104 engine version it is not as a good then.

2nd Mod: Microtank, well I experienced times where I felt too burned working on my Spring project so I decided to make a skullshit focused mod, I tried to ignore the inherent flaws for very long time and tried to make progress anyway but… It just doesn't work that way anymore. And since the ACS tank turret script was made by somebody else and the version I have doesn't work at all on the multiplayer part of Skulltag/Zandronum I decided to give up because I very well know my ACS knowledge is 0.

3rd Mod: Factorio ARWM mod, the story is kind of similar to my Zandronum mod with the exception that since Factorio has a native support for tank turret it I managed to push more a bit more, but with all those tank models I have but only being able to use one of them at a time and having such a large and complex base just to supply one single tank is… I don't know it just doesn't work that well, I don't feel like learning lua even more just for a single game whose main focus is more of a production thing then combat.

4th Mod: Moonman mod, I tried with my best ability to fix a few bugs and improve this mod a little bit more but considering it requires a lot of sprites stuff which is a skill beyond my abilities I was not able to make more progress and having to rely on other team members that takes forever with their new sprites was the final nail of the coffin to decide to give up with this mod maintaince.


1fdb5f  No.16253839

File: 1227b2d69b4e075⋯.jpg (127.3 KB, 1600x1066, 800:533, cathedraloflight.jpg)

>>16253716

>>16253716

Man that Goebbels quote always hits home for me. I almost wish I never went down the rabbit hole in the first place. Just wanted a normal happy life instead of having on the fucking nightmare goggles on constantly.


675101  No.16253861

File: 28ad48e7a9cf231⋯.webm (6.45 MB, 912x514, 456:257, 2015-03-15-1727-19.webm)

File: 60555494787eb9a⋯.mp4 (8.31 MB, 854x480, 427:240, 2014-11-08_124641081.mp4)

>>16253822

Sorry I am bit drunk and got distraced that I should have posted a few ancient videos of mines.


9f2b74  No.16253940

>>16253822

>Is there uhh a reliable source of tulpa ism or something? I would like to know more. If it works to fix my motivation why not.

No and that's actually a terrible idea. But if you really want to research the subject, there's a board on 8chan dedicated to it.


675101  No.16254024

>>16253940

>No and that's actually a terrible idea.

I only know this subject very briefly, how comes it is a terrible idea?

>But if you really want to research the subject, there's a board on 8chan dedicated to it.

You mean the /tulpa/ board?

>>16253774

>>16253773

>shoot the shit/shot

Oh alright, thanks for explaining it.

>>16253773

>As for your problem with finding friends, you'll either just have to work on it or live with depression. Our dumb monkey brins require human interaction, some of us can satisfy that with just imageboards, most can not. Generally more direct online interaction (like chats) works better than indirect ones

Well I'm lurking this thread for a good while by now, most of the time I am also too afraid to make posts because I would probably harm the overall conversation more than doing good. For the IRC part I already did it but most including me aren't making any chats attempt and honestly I don't even know what I should start with in the first place.

>Like most things in life, actually getting these things set up if you didn't get them automatically growing up is a massive pain

Yeah I can feel this pain already, programming is one of the unexplored things that I have never done before, I know already crude hard surface modelling and basic modding so doing that again is a bit easy because I don't have to start from scratch. Learning programming in the context of game development is something I have avoided for years I guess that is also why I was sticking with modding for so long because its easier to start with.

> It's really tempting to give up, best advice I've figured out so far is to just cause something external to force you to do it, but that might not work for you.

Yeah it fucking sucks being in such a disarray, as in having so many plans and ideas to do it and the general idea to approach but actually doing that is a different story. So yeah I did opted out for giving up and doing that, fucking nothing or playing games for the purpose of killing time.

>at this point the best advice I can offer is to take everything one thing at a time. Un-complicate your life as much as possible while you figure out what's going on.

So I have to stick with my initial plan for now, kill the time somehow and try to find as many doctor as possible that takes my health issue seriously and not shrugging it of as it were nothing. Maybe then once I find a reliable doctor I will be able to make progress one more time. Uhm is there some other thread which is more directed for general programing where those anons don't mind if the programing is a bit more "games" related or something?


9f2b74  No.16254156

>>16254024

>I only know this subject very briefly, how comes it is a terrible idea?

1. It's a very subjective experience. Results vary wildly. (Guides vary wildly too.)

2. There's plenty of cases gone wrong.

3. A lot of people never succeed. Which is terrible considering it's a big time investment.

4. It's a big change in how you live that isn't trivial to undo.

I only threw the suggestion up as a joke/example of bad solution. It's not something you should consider without sufficient understanding of the subject.

>You mean the /tulpa/ board?

ye


a49cbf  No.16254163

File: c0584e8bb87bfa9⋯.jpg (47.91 KB, 492x449, 492:449, tiresome.jpg)

File: 200b839da81d40f⋯.jpg (144.07 KB, 653x1000, 653:1000, something.jpg)

I've observed that fatalism, self-hatred, clinical depression and ADHD seem to be inseparable constants to *chan-based creativity-related boards and communities, it's horrific really but also understandable, I'm in the same camp as most depressed blogposters here and everywhere else are.

I want to mod a video game, and one of the advantages you have, a complete game to build and derive off of, is also a great pitfall, because you'll have to know how hundreds of code and header files interact with each other and understand exactly WHERE and HOW you should implement what you want to achieve, it's a bit overwhelming really.

Having absolutely no skill or talent in anything except a low-med-sized knowledge of CS is not helping one bit.

I've currently made no progress apart from writing the beginnings of a design doc, finishing a programming book and making my first 3D model with unsightly results.

I'm honestly not even sure where to start with this, more design doc writing?


d6e546  No.16254205

File: 49a0fdbf8a76104⋯.jpg (327.85 KB, 1280x720, 16:9, 49a0fdbf8a76104333c001f680….jpg)

Relevant to current discussion

>>>/loomis/12762


cf3fd7  No.16254283

>>16254163

There's two schools of thought on the matter.

1. The more planning you do now, the less rethinking and refactoring you'll have to do later

2. It's easy to get stuck in a constant loop of planning and re-planning and never getting anything tangible done

The best way to approach a design doc is to set a deadline for yourself. Example: Spend one day working out how the player character should work, down to the data and methods contained within. Then after spending that whole day planning the character, unless you're not satisfied with it to a big degree. You should start working on it and actualizing it. Because there are certain things it will need that you will never have thought to have planned for, but thankfully you planned for the 90% of things it needs you could think of.


a49cbf  No.16254347

File: 007b9f6e72858b5⋯.jpg (130.55 KB, 800x549, 800:549, 46B4D7872C12432CBC9C928EB6….jpg)

>>16254283

What I've been writing in this document so far hasn't really been an accurate description of internal implementation but rather abstract definitions of gameplay systems and content, what stuff does instead of how it does.

I'm just going to fill out most of the gameplay systems I want implemented into a more technical wishlist, after which I'll try to wrestle with this age-old code in an age-old engine.

Writing this thing though is pretty much the only thing I'm not completely incompetent at, it seems to me that I'm partially writing the doc to help dodge the "real" responsibilities I will have to face when I actually have to make tangible content like 3D models, textures, sprites and code.

I used to work on custom content for a game but never managed to actually make a substantial "finished product" since I'm a lazy prick that never planned out what he wanted to make, and is in general a lazy faggot.


cf3fd7  No.16254435

File: b386afccd4f192d⋯.png (96.23 KB, 513x510, 171:170, ClipboardImage.png)

>>16254347

I mean that is also useful to document. But yeah, don't let it become your procrastination tool for avoiding the stuff that will actually challenge you.

>in general a lazy faggot

Me too but I do keep progress rolling by doing things in a "lazy fashion". This takes many forms but the most common way I do this is on days like today where I have no class I'll split my work into morning and evening. This morning I spent 3 hours split between building my character controller and making the model sheet for a 3D model (Pic related is a rough first draft of that). And in an hour I'm going to do another 2-3 hours of more character controller and model sheet. Much easier to push forward with small work chunks instead of trying to force myself to pull full-time on this hobby all at once.


a49cbf  No.16254536

File: 9c9c3df912c31c0⋯.jpg (702.73 KB, 1600x1300, 16:13, smoking_pixies.jpg)

>>16254435

You're spending 6 hours in a free day working on your hobbyist project, probably working a bit less than half of that on class days I'd assume, that's a pretty acceptable amount.

You're not even close to the level of human trash that I operate at.

You also seem to have servicable skills in 2D and 3D art judging from the picture you posted, I have absolutely nothing.

If you're not being a humble bragger, let me just say that you're doing a good job with the work you put into your stuff, if you are being one, go fuck yourself.


cf3fd7  No.16254743

File: 17916f44de71a58⋯.png (1.08 MB, 1108x1700, 277:425, c794a47f641d7cb409a6f31042….png)

>>16254536

No humble bragging here. I just used discussing time management as an excuse to post progress. Especially since I have 9 posts before this that aren't progress. And I care deeply about discussion that will contribute to everyone getting their games made. I want more finished products coming out of these threads. I want to see more finished projects on the level of Hellbreaker, Speebot and Shinobu VR.


a387f7  No.16254842

>>16254830

FBI, please…


6febec  No.16254862

File: b82136c17b32475⋯.png (753.93 KB, 1073x1209, 1073:1209, he's glowing.png)


675101  No.16255172

File: 2e544cd4c1f67d8⋯.png (1.53 MB, 1280x981, 1280:981, 30-01-19-1548880132_scrot.png)

File: 76145173281462c⋯.png (1.77 MB, 1280x981, 1280:981, 30-01-19-1548880158_scrot.png)

File: e163edf8cd87082⋯.png (947.05 KB, 1680x1050, 8:5, Screenshot_Doom_20190130_2….png)

File: e9fb2bf82a43965⋯.png (652.52 KB, 1452x798, 242:133, icons2.png)

File: d7e193531284831⋯.png (1.61 MB, 1276x717, 1276:717, Bildschirmfoto_2015-12-02_….png)

>>16254156

That… does sound very bad than what I had thought before, I kinda thought it was just idk advanced waifuism or something. Welp I guess I'll just stick with the regular one or something.

>I want to mod a video game, and one of the advantages you have, a complete game to build and derive off of, is also a great pitfall, because you'll have to know how hundreds of code and header files interact with each other and understand exactly WHERE and HOW you should implement what you want to achieve, it's a bit overwhelming really.

You are making modding sound more complicated than it is really. I'll just describe what I had to do to achieve my aim more ore less. A lot of it depends on available information and the tools as well how easily modification can be applied to. I mean I even managed to add a few tank vehicles to UT2k4 despite all I managed to know was how to decompile/compile the scripts and didn't even know how the fuck 3DS max worked which was needed for the export plugin. And searching for information regarding UT2k4 let alone UT99 modding is not very easy. I think the only knowledge from importing vehicles model is from some site whose name I forget, it is shortish described but it helped me nonetheless despite my tanks on this game have this hover like attribute and one of them even causes a crash (50% chance).

Engine: Spring RTS

Tools needed: Text editor, UpSpring/3DO-Builder/Blender (Non swedish-yank edition work withs Blender only too, thanks to the addition of assimp which is probably the only useful recent addition), COB/BOS compiler (if you don't want to use the lua version of it)

How to make a new unit: Copy a unit definition that is close to what you want to add, which is a .fbi file I think. This file describes the property defined for your unit, then with the same file name but different extension you need to write a small lua/bos script for it which defines the available pieces and a crude animation based of it (animation is optional but you do need to define the weapon points where the projectil will spawn). At first it does sound very complicated because it is quite odd, but once you get the hang of it how all of it works then it will be pretty easy to make the next unit. However I do admit that the animation side things is very nontraditional but again it is also based on a game where it had a per-polygon texturing on a own custom model format (.3do)

Engine: ZDoom family

Tools needed: Adv. Image editior (Krita/Gimp/Jew Shop), Blender (Optional), Slade (For opening pk3/wad file), Doombuilder (making maps)

Well that one is fairly easy to make mods for, you can do everything witouth trouble in Linux too, except maybe for doombuilder which it does work in wine it is a real bitch to get it to setup properly. Uhm yeah you only need to know the actor properties, how the action states are applied too, as well the states. It takes a bit time too to get used to it but also in turn it is less of a oddball that Spring RTS is. Its ease of modding is what made ZDoom a popular choice for 6 million different weapon packs in the first place. Take a look at this wiki page: https://zdoom.org/wiki/Classes:Chaingun it is easy to come up with crazy weapon design such as idk maybe plasma/rocket launching chaingun or other stupid stuff like it. Well if its fun for you why not I guess.

Engine/Game: Factorio

Tools needed: Text Editor, Blender, Something to make a sprite sheet

In terms of modding easy well I'd say it is a bit a mix of Spring RTS/ZDoom way of doing, but none of the oddballs that Spring RTS has. I mean you can just make new recipes (with a limit of 65663 ingredient count, don't ask me.), enemies, and well pretty much everything what this game has implement already. The devs were kind enough to make their definition awfully easy to look up for which is included in their game, no special tools needed. You can also do lua scripting but I don't know, never done on this game before. However you cannot do crazy shit with limited knowledge as you can with ZDoom so there is that.

I hope I managed to clear for you a bit more that modding is actually easy when the Game/Engine provides the fundament for that. By easy I mean the difficulty of adding/changing things which is what modding is mainly about.


000000  No.16255458

>>16253839

>pic

that must have been a remarkable event.


251042  No.16255946

>>16252698

>But how much of that is useful activity? Because it seems like most of the activity these threads get from drive-by posters are just language autists that want to argue DDP vs OOP when that's probably the least useful conversation to have when talking about making video games. Especially since most of the publicly available engines (most anons here are using one) are built around OOP.

I disagree, since I quite like those discussions and I chime in, whenever it's something I'm knowledgeable about or it's something I'm interested in. It's still on-topic gamedev discussion, even if it's not about a specific project from a specific Anon.

>Then there's the issue I see all the time of anons not posting something because they don't think it's "enough progress".

>LISTEN, NIGGERS. EVEN A SIMPLE BUGFIX IS PROGRESS ENOUGH TO POST ABOUT.

You're right, I should post more progress. Maybe I should make it a habit to write daily reports.


3036a1  No.16256032

YouTube embed. Click thumbnail to play.

>EVEN A SIMPLE BUGFIX IS PROGRESS ENOUGH TO POST ABOUT.

i've only been fucking with archimatrix

i got question, is there a way to flip a reflection probe in unity?

i put one somewhere near a room, doesn't matter if it's inside or out, and from the outside it's reflecting the inside, from inside it's reflecting the outside, should be the opposite


251042  No.16256110

File: b8df8a003b324de⋯.png (188.57 KB, 628x457, 628:457, old.png)

File: 8288921f74cfcbc⋯.png (453.28 KB, 2272x1910, 1136:955, Weapons.png)

Progress since the last Demo Day:

Last demo day we revealed a project a few Anons from here worked on: codename-waifus. You may remember it. Taking the DD feedback into account, some large changes have been made to the formula.

A little background information you should know first:

>Originally a gamejam project

>Shodanon (Beezledev) got us together for a 1-month itch.io "do whatever you want" gamejam

>Started November 1st

>Demo day was 11/11

>so we didn't start until after that. (By the time the project got going, the gamejam was already half over.)

>didn't make the deadline, but decided to keep working on project

>tons of bad design got into the game, because we tried to make the deadline and didn't have time to do everything cleanly

What happened after DD:

>Everyone took a break

>Some stuff has been worked on slowly

1. Engine discussion:

>I considered switching to Unreal and did some research into this

>Decided that we stick with Unity

2. DD feedback

>multi-level cube was supposed to get replaced by stacked levels

>puzzle mechanics would have to get a major overhaul

>stacked levels turned out to be a major PITA, because translucent materials + deferred shading = a world of pain

3. Blank slate

>I rewrote almost every single line of code

>No more ugly workarounds for the cube world

>Overall a much cleaner architecture and easier to work with

4. Aesthetics

>Since the old player & animation setup was borderline impossible to work with, our artist started making a new one

>Decided to go with toy aesthetic

>Allows us to have stuff like dismemberment without making the game edgy

>Characters will be Nendoroid figurines (still work in progress)

>Other models were remade to be nicer (e.g. the weapons)

5. Gameplay

>Plan used to be action-puzzle-hybrid (30/70 split, so mostly puzzles)

>Decided to make it mostly action (+90% action, exact details still not decided on)

>Games that were talked about as references were Door Kickers, Hotline Miami & Alien Swarm

>Multi-level gameplay is gone

>Added complexity and the much more cumbersome level creation workflow just not worth it when we don't have those puzzles anymore

>We'll go multiple characters per level instead

>Specifics of that not set in stone yet

>One idea was to have your partner(s) be AI controlled and go in with you

>Good idea, but I'm reluctant, because I would have to program the AI for that and it wouldn't be easy

>Idea not off the table though

>My idea was to have you pick 2 out of the 4 characters

>1 goes in, 1 is support

>Support character has special abilities to help you

>If main goes down, support has to go in and save the day


d6e546  No.16256907

File: 8732f5b06440d06⋯.jpg (40.5 KB, 354x494, 177:247, 8732f5b06440d06c2c8ba450da….jpg)

>try to learn network stuff

>in order to listen to new connections, the entire server needs to be locked in the listen function, unable to do anything else

So where can I find a proper winsock tutorial?


1debbc  No.16257112

>>16256907

Look into multithreading or asynchronous I/O.


c80ca1  No.16257362


d6e546  No.16257421

>>16257362

>You should probably use a library

I'd rather eat shit and die.

I got a basic server of sorts working in 40 lines of code which removed all of my interest in reading 235 fucking thousand characters worth of explanation like in your second link. I've been staring at the first link but I keep running into the same thing I already did, and everything else contains either missing windows 8 DLLs or some kind of object oriented cancer that's impossible to translate to C.


9f2b74  No.16257429

>>16256907

Sockets by default behave similarly to files. Which is to say; functions like read and write either succeed or fail, blocking in the process.

This isn't ideal for creating proper network applications, but there are two ways to go around solving this.

1. You can configure your sockets to be non-blocking. Instead of read and write blocking until either it did some work or failure, they'll either do some work instantly or return a "would-block" error. (this also possible for connect() and accept() calls)

2. You can use select() to query sockets. That way, you know which sockets are safe to read and/or write from.

Usually you use both as it's the easiest & simplest way to do it.

Configure socket

http://man7.org/linux/man-pages/man2/fcntl.2.html O_NONBLOCK

https://docs.microsoft.com/en-us/windows/desktop/api/winsock/nf-winsock-ioctlsocket FIONBIO

Select

http://man7.org/linux/man-pages/man2/select.2.html

https://docs.microsoft.com/en-us/windows/desktop/api/winsock2/nf-winsock2-select

Also if it isn't obvious, linux and windows sockets look very similar but are not the same. There's small differences all over the place.

Solving platform issues with "use a library" is alright advice, but I used SDL_Net once and it was awful.


c80ca1  No.16257540

>>16257421

You have to compile with "-lws2_32".

You might also need to add:

#if defined(_WIN32) && !defined(__MINGW32__)
#pragma comment(lib, "Ws2_32.lib")
#pragma comment(lib, "Mswsock.lib")
#pragma comment(lib, "AdvApi32.lib")
#endif


d6e546  No.16257589

>>16257540

>You have to compile with "-lws2_32".

Shit, that fixed one of the more useful looking examples that I couldn't get working before. Apparently -lwsock32 is for some older version and now I want to strangle whoever told me to use that.

Thanks, that also cleared a misunderstanding I had about how the linker parameters work.


632c41  No.16258190

File: 7b7f6d82315a20e⋯.png (5.44 KB, 512x256, 2:1, wires.png)

I did some shitty wire graphics


ed6723  No.16258496

>>16256907

>>16257421

Even if you don't use it, you could try reading the source to a library. I've heard enet is good and that's under 5k lines of code.


632c41  No.16259364

File: 1b6384158c71926⋯.mp4 (21.25 KB, 128x128, 1:1, 2019-03-18-0410-55_1.mp4)

>>16258190

Made them animated, think I like the way they glow like this, less busy than having a scrolling texture. No idea how to do pixel perfect video capture


e6060a  No.16259431

I have a game design question related to stealth. So far as visibility goes, what should I take into account?

Right now I measure the amount of light, the position (against a wall or not), posture (standing, crouching, prone), items in hand (open laptop is more visible than a lockpick set), and speed of movement (moving quickly increases visibility more than moving slowly).

Is there anything else I absolutely need to add? At the moment I'm just considering visibility. The other senses will come later.


632c41  No.16259433

>>16259431

Human eyes are evolved to detect motion. This should be the biggest factor, I would think


e7ab13  No.16259443

>>16259431

Camo? Might be hard to implement but I can think of two ways:

>you could give each surface type an int, give each nearby guard a low rez camera that renders just those ints as a color, then check how many of the pixels of the player have neighboring pixels that don't match it

>what metal gear solid 3 did, just have the player check nearby surfaces and see how similar they are, then use the resulting number in your calculations


754d09  No.16259445

File: 2b8d1e50f660e7f⋯.png (134.97 KB, 1542x825, 514:275, ClipboardImage.png)

>>16259433

r8 my lowpoly AR15


754d09  No.16259446

>>16259445

whoops sorry didn't mean to reply to that guy


791848  No.16259459

>>16259445

Is it a left handed rifle? It looks like the forward assist and brass deflector are on the left. At the same time, the ejection port is on the right.


632c41  No.16259461

>>16259445

I don't know anything about /k/ stuff, would call it an AK-47 / 10


754d09  No.16259463

>>16259458

i started modelling it in the wrong side view and didn't realize for a while, i can just mirror it to fix it anyway


791848  No.16259482

>>16259463

The proportions are good. It just needs more detail. Which optics are going to be added?


675101  No.16259513


632c41  No.16259528

File: 853d38a0c4552ee⋯.png (43.96 KB, 1120x576, 35:18, asdghkl.png)

>>16259364

>>16258190

There, got logic gates and one-way corners done for it now too. 8 frames of animation each, 1024x1024 spritesheet.

What I'm going to do is have an object traverse the wires, then at the appropriate logic gate, see if the colors inputs/outputs/pathing are correct, and continue down the outputs as needed


e6060a  No.16259529

>>16259433

I will keep this in mind. Thank you.

>>16259443

Thank you for the suggestion, however a camo system doesn't quite fit with the game I'm going for. Camo seems like a good fit for a game where the player character is in the wilderness and sees multiple different environments. My game is mostly urban, and if I do have a level in the wilderness it will be a singular environment and will be book-ended by a time-skip or a visit to a central base. There isn't enough room for interesting or fun decisions to justify adding it.

The low res render seems like a good idea to check if the player is standing in shadow with a well lit background, but the visibility being affected when prone/against a wall already approximate that somewhat, and as someone not too familiar with the nitty gritty of rendering it's not worth the time. There are other things I need to work on.


754d09  No.16259596

>>16259482

its intentionally low detail to fit my games art style

probably an aimpoint by default but there will be unlockable alternate variants that have different optics and setups


127b45  No.16259883

File: d6e5955ad8a660b⋯.jpg (18.37 KB, 185x305, 37:61, figure_04.jpg)

>>16259431

The field of vision, the player should be easier to see straight ahead and harder to see in enemies' peripherals. There's an explanation for how Thief does this about halfway down this page:

gama sutra.com/view/feature/2888/building_an_ai_sensory_system_.php?print=1


e7ab13  No.16259921

>>16259529

Well I call it camo, but it doesn't mean you need different outfits for the player or camouflage print. If you're wearing a black Sam Fisher suit and stand against a white wall, you're going to be more visible than when you stand against a black wall, even if it's near-pitch black and people rely on their night vision. But you're right, it may make the trouble of implementing it not worth it.

You should definitely add >>16259883 though, can;t believe I didn't immediately think of that.


d48d29  No.16259987

Shmup anon here.

Can't make the simulation run stable with only air first, limit value don't converge probably due to rounding error and since I'm evaluating on a wide area. It's fine if it's only 4 pixel around the current pixel but it make the propagation slow.

I think I shoudl start thinking about another method, and put a few more hours in the current attempt.

orz


251042  No.16260010

>>16259987

Can you post some pics for the Anons among us who don't remember your project from the top of their heads?


251042  No.16260059

File: 8d949741cb47002⋯.webm (1.5 MB, 942x492, 157:82, Map_Players.webm)

Today's progress (thus far):

>initial implementation for the player switching mechanic

>game starts with main character

>support character spawned and possessed when main character is incapacitated

>game over when support character is incapacitated herself

Vid related shows initial camera controller, too.Disregard the crosshair while in overview mode. This was recorded inside the editor and locking the cursor doesn't work properly there. It's supposed to lock to the center of the screen.

What I'd like to get done today:

>saving your incapacitated character

>placeholder implementation for support character's special ability

>shift camera towards point of aim


541767  No.16260140

>>16260059

That's a lot to get done in one day, considering how little I get done on average. But by now, I usually see it as, if I get any progress done during the day, I don't see it as a waste of time. Maybe not the best way to look at it, but as long as I'm inching along, it's gonna get made one day.


632c41  No.16260393

>>16260059

What's the name for the phenomenon where you can see a texture/pattern repeating? It's not the same as a Moire Illusion but something similar


c745a5  No.16260796

In case anyone remembers the FreeGameDevWiki (it has a bunch of links to old freetard engines and software libraries), it went offline earlier this year. I found it on the web archive at https://web.archive.org/web/20181208154748/https://freegamedev.net/wiki/Main_Page in case anyone is interested.


000000  No.16261164

>>16253331

When you say "making X is a daunting task", you're wrong. 2D games have been made for decades. Many, many companies have made them, big and small. We're not talking about rocket science here. Most of the big, commercial, well-known game engines you see are big because they are designed to make money, or they are designed to have a very broad scope. If you constrain your scope, you will reduce your lines-of-code immensely. There's a reason why /tech/ people complain about bloat. Sometimes a 20% increase in features can result an 50% increase in code.

Don't even think about making an "engine". Who the fuck even invented the word "game engine"? If you look at older games made in the days when more devs still made their own "engines", those engines were nothing like UE4. They were made to work for that game or for those types of games that the dev made, and that's it. When you start using the word "engine", you are scaring your brain by making the project sound harder than it needs to be, and you are also constraining your brain by setting a very strict goal that may not even be the goal you want to reach. Most games on NES didn't have "engines", because the games and machines were so simple that they wouldn't need or want to organize their code that way.

Just like, make a game, or game components, or whatever you want, and see where it goes from there. One step at a time. That said, I myself cannot get barely anything done, so I don't think this advice is very helpful. I just wanted to interject for a moment.


d6e546  No.16261186

File: 9e3f43e201374f2⋯.png (201.98 KB, 323x633, 323:633, 123132.png)

>>16256907

>finally start to understand how the server works

>find out only 64 people can connect to it at once in fact the whole system (select) is practically deprecated

>can't find any examples of poll-based server, except that all the functions and structures it uses seem to be different


251042  No.16261223

File: ba360d98dda5a47⋯.webm (1.04 MB, 942x492, 157:82, Aim-Abilities.webm)

>>16260393

>What's the name for the phenomenon where you can see a texture/pattern repeating? It's not the same as a Moire Illusion but something similar

Sorry, no idea.

But it got me thinking. If those textures weren't placeholders, I could write a shader so the tiles don't repeat like that.

>>16260140

>That's a lot to get done in one day

I'm 2/3 done with my remainder.

>Camera done

>HUD and framework for abilities programmed


632c41  No.16261235

>>16259528

>Be retarded

>Image takes up like 1760x620 or some really weird non-power-of-2 resolution

>Realize I can just expand the cardinal arrows into full 32x32 tiles, and then only need one of them with a corner tile because drawtime transformations

>Image now fits into a proper 1024x512 texture as God intended


e6060a  No.16261398

>>16259883

Thank you. That whole writeup is very good.


6c1137  No.16261580

File: 92ec17d021b593e⋯.gif (55.32 KB, 640x623, 640:623, game.gif)

If I make this into a text adventure would you play it? Just concept art atm.


6d44ab  No.16262073

what would be the most effective way of bait-and-switching SJWs as far as gaming goes? I was thinking something this:

>Game starts out with a multicultural strike team, complete with obligatory trans character as mission control on an operation to stop a conflict (FOR PEACE!).

>Characters have their share of conflicts but otherwise get along, eventually you rescue the big bad's abused son (who wants to destroy the big bad).

>early game bosses including an abusive general who treats his step-daughter like shit, and a charles-manson-tier paranoid schizophrenic.

>as the game goes on, drama within the multicultural strike team slowly escalates, it being instigated by the tranny character, and the fat feminist.

>Optional scene has the abused son wanting to do a PG-Tier cuck scene with his girlfriend and the black dude. Black guy tells him to the effect of "Nigga, you need a fucking shrink!".

>Realistic depictions of narcissistic personality disorder, and borderline personality disorder.

>Halfway point has a massive difficulty spike, super hard area with a super hard boss.

>After the halfway point, Plot twist: you were deceived, the mission is a false flag, once you find this out, you take control of the op, and make effort to avert a crisis.

>The big bad isn't the abused son's dad, it's his mom, the dad is an emotional slave and scapegoat to her, taking the political fallout in the process.

>Tranny is the mole, and is working for the big bad bitch on a contractor's basis. Fat feminist was a mole too, but got cold feet, tried to rat the tranny out and got killed for it.

>You carve a corpse-ridden path through the BBB's fortress. You're treated to intercepted radio chatter where she's screaming denial about 'masculine concepts' like willpower, heroic action, courage and how they "don't exist, will not exist, must not exist,"

>You hunt down the tranny only to find that it killed itself out of guilt and shame. You find a suicide note on it showing how much it regretted everything it ever did.

>Final Boss is the BBB in a giant diamond-encrusted and pink-gold mecha. When you destroy the boss, she survives, but you finish the job by kicking her off the tall-as-fuck-building you're on.

>The emotionally-enslaved dad gets uncucked, the kid gets therapy.

>Whichever team member you had the highest 'friendship' score with becomes your waifu in the end.

content will obviously be subject to change, but the idea is to show realistic depictions of mental illness, show facts about cult mentality, and counter SJW ill-logic.


166a57  No.16262088

>>16262073

Buy the rights to a game they like and then make a shitty sequel.

Do you really need someone to tell you how to bait and switch? The games industry does it all the time.


6d44ab  No.16262149

>>16262088 (checked)

>Do you really need someone to tell you how to bait and switch? The games industry does it all the time.

This is amateur game development general, bro. besides, I like to be honest to people I truly want to please, but as I cannot please everyone, I want to make fun of those who will never be pleased.

Also,


6d44ab  No.16262150

>>16262149

>that fragmented "Also" that I don't need in this post.

damnit jim, let me delete my post so I can remove this mistake.


166a57  No.16262183

>>16262149

Bait and switch is not some obscure hidden programming technique. Look at how others do it. Imitate them. Or don't bait and switch at all, since it's a waste of your and others' time.


791848  No.16262189

>>16261580

I would totally play it. Would it have alternative scenarios?


632c41  No.16262218

File: fd2e2fac306bbe4⋯.png (4.03 KB, 304x294, 152:147, ClipboardImage.png)

How does this look for caution striping? I whipped it up in literally 45 seconds


632c41  No.16262359

File: 8f7923908ce8b36⋯.png (22.61 KB, 808x627, 808:627, ClipboardImage.png)

Made the wire switch into one of those "runic eye" things you see in like Megaman Zero or whatever. Does it look too distracting? It's a floor tile button can walk over.


30f793  No.16262503

>>16262189

Some variations but not completely new settings.


675101  No.16262758

File: 5c26a43301f81cf⋯.jpg (55.61 KB, 452x604, 113:151, slav matrix.jpg)

>>16261164

>When you say "making X is a daunting task", you're wrong. 2D games have been made for decades. Many, many companies have made them, big and small. We're not talking about rocket science here. Most of the big, commercial, well-known game engines you see are big because they are designed to make money,

I know plenty of games have been made in 2D first in the 70-90~s era, the first reason is due to hardware specification limits and the second is that making games during that timeframe is relative new so the developers were actually pioneers were they had to get experience for that too first.

> you will reduce your lines-of-code immensely. There's a reason why /tech/ people complain about bloat. Sometimes a 20% increase in features can result an 50% increase in code.

I don't even want to lurk /tech/ anymore, there is far more shitposting then actual technology discussion, its so much slower than /v/ which I don't mind but there is less discussion going on about programming and when there is one those /tech/ anons are more busy nitpicking some issues instead of I don't know get something going like a amateur programming general or whatever their equivalent of agdg will be.

>Want to have discussion about C?

>Too bad! Here let me make several post explaining to you why C is shit and why you are also a C weenie

>Alternatives? Nah I'll just call you ad nausea a C weenie

>Ohh a C++ discussion? Here let me explain to you why you shouldn't use C++ at all because it just fucking sucks for everything

And so on… I already realized long time ago there is no such thing as perfect programming language and one should use whatever he feels the most comfortable with.

>Don't even think about making an "engine". Who the fuck even invented the word "game engine"? If you look at older games made in the days when more devs still made their own "engines", those engines were nothing like UE4.

Uhh I cannot follow your line of thought here at all. I tried to use godot 2x times but I just cannot make any sense what the fuck the documentation explains things. All I got so far to manage is just a vehicle driving simulator with absolutely broken shooting mechanic and the vehicle drives more like a infantry than anything else.

>Just like, make a game, or game components, or whatever you want, and see where it goes from there.

That's what I want myself to do it and I thought maybe if I write everything from scratch instead of using something else as a base like Godot I will be able to learn more things even if it will takes me longer to achieve my main goal. But as I have wrote before my brain just refuses to concentrate harder that is necessary to do programming stuff. I tried to make some lame RPG game with tkinter in python and I kind of managed to make progress for a while but then its just I cannot work on it anymore I don't know how to describe it in english, like I have some kind of brain fog or something that prevents me from getting crazy or minor ideas or something.

>>16255458

>>16253839

>tfw not born in time were camaraderie is highly valued

feels bad man

>Man that Goebbels quote always hits home for me.

I decided to use this picture because from all the "feelings" image I have I think this is the most closest one I can relate too, I still can't believe to this day that Göbbels could be a /r9k/ poster or something. Yeah man it fucking sucks having "swallowed" the red pill, and it is almost impossible to go back to "blue pilled" state mainly for the reason that shits outside is so badly fucked up and realizing that those politicans and other people are out there to fuck the white man up in every way possible.


62e95e  No.16262964

>>16262218

A bit less variation in the color under the stripes I'd say, right now it looks like yellow cobblestone under there


bd32dc  No.16266133

File: 208aa13efb1aac5⋯.jpg (49.19 KB, 380x376, 95:94, 1387961261706.jpg)

File: 8d56573672049dc⋯.jpg (10.09 KB, 450x450, 1:1, 1506810063440.jpg)

File: 1eb563b29797465⋯.jpg (65.99 KB, 979x441, 979:441, 1528391587399.jpg)

>after implementing something easy, try to do research on the old engine/game I want to mod for

>find a site that links to tutorials

>read through some of them, learn a lot and look forward to implementing it in my project

>look at the dates

>2003

>2005

>2002

>2001

>notice Wayback Machine header

>tutorial authors crediting forum usernames

>liberal use of emoticons, remember those?

>so friendly and earnest, no hint of irony to be seen

>decorative images fucking everywhere

>HTML

>tutorial host websites with news pages stopping at '06

>people lamenting the death of their sites

>yearly check-ins with 4 replies of depressed nostalgic people

>people looking forward to fucking half-life 2 and doom 3 in the archived forums

Learning how to mod is turning out to be like trying to learn from the works of a long-dead ancient civilization, its writings perfectly preserved in the sands of the internet, but its writers and greatest minds long passed.

I can't fucking handle this feel.


c774fd  No.16266299

File: 2381b2b2105de20⋯.jpg (60.72 KB, 404x364, 101:91, eo3.jpg)

File: 6e18906839ee4e5⋯.jpg (55.16 KB, 500x406, 250:203, serveimage.jpg)

File: 44571803152a368⋯.png (38.87 KB, 256x384, 2:3, serveimage.png)

I have zero experience with programming whatsoever but I want to make a DRPG in the vein of Etrian Odyssey or SMT: Strange Journey. What's the easiest way of going about doing that? Would I be able to easily create maps in something like Godot?


127b45  No.16266492

File: 23c30b059cc8488⋯.gif (27.01 KB, 165x180, 11:12, dk you fucked up.gif)

>>16266133

And now all those classic modding forums are discord circlejerks, never taking the time to properly archive or organize information in a useful manner.


d6e750  No.16266508

>>16266133

Visiting communities that have been dead for +15 years is always weird as fuck


6e4f5e  No.16266513

File: a78b6992962f03b⋯.png (78.95 KB, 1210x1210, 1:1, DESIRE = JUSTICE.png)

One day, i will fill this


3451a4  No.16266522

>>16266492

Well, 4chan isn't really archived well, either. Think of all the memories are lost every day when a thread prunes or falls of or is outright deleted like /new/. Same deal on 8chan, I don't think there's a proper archive for all posts.


e6060a  No.16266660

File: 11d0f783b8ceca7⋯.jpg (9.74 KB, 240x200, 6:5, 1443909496053.jpg)

>>16266513

Godspeed, anon.


675101  No.16266832

File: bfa793343e48c9a⋯.png (37.62 KB, 309x349, 309:349, very_tired.png)

>>16266492

>And now all those classic modding forums are discord circlejerks,

>discord circlejerks

this discord nightmare will never end, will it?


6e4793  No.16266857

File: 0d2c7218f7dd096⋯.png (3.01 MB, 2168x1528, 271:191, ClipboardImage.png)

finished the AR15


1015c2  No.16266937

File: cfd9401905e06c3⋯.jpg (13.45 KB, 366x321, 122:107, 1401656900799.jpg)

>>16266522

>start following a tutorial from 2001 about how to do CSG intersections between two convex shapes (this is for my brush-based map editor)

>it finally fucking works and all my illegal geometry is fixed, I can compile my BSP trees now

>email the guy who made it thanking him

>he writes back saying he never expected that people would be using it after over 15 years

He was a pretty cool guy


1015c2  No.16266944

>>16266522

>>16266937

This was meant for: >>16266133 , fuck


632c41  No.16266999

File: 475e3673aff9f0d⋯.png (101.24 KB, 677x600, 677:600, ClipboardImage.png)

>>16266937

This is a neat technique, looks easy on storage, too. Where would you use it and not use it?


e6060a  No.16267071

>>16266999

This is used in level creation all the time. See the Hammer and Unreal level editor. Using this when 3d modeling is called a "boolean workflow". It works extremely well for hard-surface modeling but generally isn't a good fit for organic models.

CSG is also used extensively in procedural generation of models. You can see this especially in the approach of using grammars to create 3d models, common when generating buildings.

The storage benefits you mention aren't seen except in proc-gen. Usually the model is baked into the vertexes and polygons before being stored.


1015c2  No.16267175

File: f9b5f8709b04f04⋯.png (44.1 KB, 648x507, 216:169, Sigma Editor 2_2019-03-20_….png)

>>16267071

Consider this scenario, where two brushes are intersecting. I can't turn this into a BSP tree, so I do a CSG union between all brushes so that the resulting set of polygons describes one coherent space.


1015c2  No.16267179

>>16267175

and again, i've replied to the wrong person… i'll stop mentioning it, it's for, >>16266999


a84613  No.16267182

>>16266999

I've seen this before, but I always forget it exists.

>>16266937

Have a link, sounds interesting.


1015c2  No.16267185

File: 2b672eb0c9720d4⋯.webm (820.17 KB, 640x360, 16:9, CSGworking.webm)

>>16267182

http://www.alsprogrammingresource.com/bsptut.zip

Here's what it looks like as shown in my debugging view.


e6060a  No.16267193

>>16267185

You always have such great music in your webms.


c80ca1  No.16267229

>>16266857

Where are the mag and bolt releases? Why aren't there holes in the hand guard? Why isn't there a lever to adjust the stock? Where are the sling mounts? The charging handle is stubby and angled the wrong way. It should be a hook so that the finger doesn't slip off. There's no texturing on the grip.


632c41  No.16268195

Here are the rules I've finalized about my object behaviors in my puzzle game:

>The game is divided into Tiles and Actors (eg static and active objects)

>The playing field is 256x256 Tiles in size, with a limit of 8192 Actors

>A Tile may contain exactly zero or exactly one Actor

>An Actor may occupy one or more tiles at a time (eg moving from one to another)

>Actors are updated from the bottom right, towards bottom left, then working upwards to index 0 (eg reverse array order)

I'm trying to work on a sort of API that object behavior can work against, without having to expose a lot of code to it. So I'll have stuff like MoveActor(a) or GetActorAtPosition(xy), that sort of thing.

The one thing I'm having the most trouble with is trying to work on position based commands, like GetActorAtPosition, or ways to look at adjacent tiles to see which tile/actor might be inside it. I know I can put down a 256x256 array, but this feels wasteful and doesn't scale. Meanwhile, quadtrees seem like a lot of busywork for a sparse number of objects (7 or 8 branches deep to find a single adjacent tile, for example). I've been fucked with this for months, so I've drifted away from devving seriously, any ideas on how to solve this?


086986  No.16268261

>>16266133

Had the same feeling when I was learning RTCW modding last year.


2aa7d2  No.16268419

>>16268195

How many actors are you expecting to be in a typical scene? Design around that. If you don't know yet I'd say stop agonizing over a decisions that's going to only cost you a few MBs of memory.

>I've been fucked with this for months, so I've drifted away from devving seriously, any ideas on how to solve this?

In the past I've suffered from that type of design paralysis too and know how bad it can hurt productivity. Nowadays I go with the mantra of going with the most simple solution if I don't know enough about the problem to know what more complex solution is more fitting. Even doing stupidly simple stuff like stepping through your actor array until you find a match would probably work fine until you stopped having trivial levels which are more representative of real use. I think you've been given this lecture before for worrying too much about minutiae.


251042  No.16269349

File: c76fc1caf103c14⋯.webm (2.23 MB, 940x492, 235:123, Rescue.webm)

Progress report:

I've been adding the visuals for rescuing the main character, if she is incapacitated.

Done:

>Holograms marking the spot

>Support character can launch flare from inside the marked area

Todo:

>Third character drops smoke grenade for cover

>Rappels down to pick hurt character up


050353  No.16269556

File: a76f0c6717d3f3f⋯.png (1.49 MB, 1280x1440, 8:9, Nenechi AGDG.png)

Penis


239b35  No.16269587

>>16268419

Yes I have.

But a typical level would have maybe 500 actors at most, and they'd only poll it when idle, so yeah you're right, it is trivial. Hmm… I'll have to play with it.

This sort of thing happens to me on every project i try


541767  No.16269602

>>16269556

You're not gonna become a good programmer by penis posting.


38dad6  No.16270830

>>16238335

looks like a 3d noise panning around another noise, in movement, it does not seem as awesome as I assumed it would be.

The thing that makes it look like clouds might be pretty complex, but the thing that decides where the clouds are seem so simplistic that you can't even make a raincloud pass through your house

It's great depending on what you want to achieve, but not that great otherwise

looks very nice, regardless of how useful it is


df5eae  No.16270908

Okay so it's a horror game in Unity that's has 3 levels consisting of 90% empty map, and AI that has direct walk towards you path finding and I'm never going to finish it but I'm releasing it on itch as a work in progress. and lootboxes

Did I pass?


a8973b  No.16271577

File: 837c6f8e924aa64⋯.png (793.94 KB, 1842x1080, 307:180, Untitled.png)

File: 571b2a6a5033c27⋯.png (844 KB, 1282x750, 641:375, unknown.png)

I'm remaking E1M1 from Doom in the game Red Faction using its level editor. Its level editor is very similar to Unreal Engine 1's in that the engine is subtractive. I'm mostly making it since some guy tried to remake E1M1 in this game back in the day but his version didn't copy the original scale at all. So I'm trying to make a 1-1 remake.


ffc8b2  No.16271612

>>16228020

> Is it possible to have a job and a wife?

Yes. It's just hard to find.


428d7f  No.16271619

File: d7e38ac4c84558b⋯.jpg (146.69 KB, 788x576, 197:144, 2a409cf3e6d4eb68ba395be52e….jpg)

I'm almost finished getting a business degree, my current wagecuck job makes me want to blow my brains out, and I've lost the passion and drive to succeed in any hobby short of drinking myself to sleep. Between wasting away at work and sleeping my way through the week it feels like I don't have the time for anything anymore.

As a kid I always dreamt of working for videogames, and in my teen years I grew an admiration for small indie developers like Pixel and Tarn/Zach Adams. A little ways into college I lost that hope watching famous studios and developers constantly prove themselves to be idiots and fuck off for attention or public face. Sometimes, when I'm feeling real fed up with everything I start to run through that dream again, figuring I could give all my time and concern up, and focus on nothing but game dev. If I try just hard enough I could even get lucky with the next Undertale or game of the week, or make a steady income putting out solid older-styled games. Is game development a feasible job anymore? Was it ever, even back in the 80s and 90s? The only thing that gets me going or motivated in any way anymore is videogames, and even then not that much. Is it worth looking for work at larger publishers or developers, or are they all just short-changing workshops like most people say they are anyway? This is all just a hobby, that's what it's all supposed to be, but I couldn't care less about the rest of life at all.


ffc8b2  No.16271622

>>16266133

Don't remind me about the days when game communities were creative…

https://web.archive.org/web/20060628041028/http://art.counter-strike.net:80/art.shtml


632c41  No.16271728

>>16271619

If you're worried about how viable dev is, you're already out of hobbyist territory. At that point it becomes a product and arguably has a wholly different approach to it. If you want to make a game, then make a game.


675101  No.16271729

File: 66a99d7009f5d08⋯.jpg (492.55 KB, 600x848, 75:106, kosmos feels.jpg)

>>16271577 (checked)

So what plans do you have for Red Faction? Just making a few maps for fun?

>>16271622 (checked)

>mfw nu-developers screwed the community over their short term financial gain

I don't even want to think how long it will take till the modders and mappers stuff prosper again one more time.


ffc8b2  No.16271870

>>16266133

You should check out Quaddicted's web archive, it's full of such gems: https://www.quaddicted.com/webarchive/.


632c41  No.16272960

>>16271729

>I don't even want to think how long it will take till the modders and mappers stuff prosper again one more time.

What's their incentive? Games seem to come out so rapidly, there's basically a game that fits their niche, so except for them and a few autists, there isn't much reward for doing so.


251042  No.16273081

File: f02a5ebe429ab60⋯.webm (1.87 MB, 942x494, 471:247, Rescue-2.webm)

Progress report:

>finished rescuing as much as I can without the player models & animations which are still wip

I think I'll work on the sounds now.


b0df51  No.16273120

File: 96be685c7b1ef8e⋯.gif (3.87 MB, 800x496, 50:31, 53OR.gif)

>>16271729

Well I have ideas on ways to improve Red Faction like giving it levels that actually take advantage of Geomod. I'm open to suggestions from people on how to design levels that take advantage of destruction. I mostly thought about stuff like having levels with things like hair-line cracks in the walls that allow you to see into rooms and knowing "oh I can blow that up to get into there".

Red Faction has a surprisingly dedicated fanbase. Like they patched the game really well to run on modern systems. They regularly mod the game as well. They also spoke to the original developers about the game like how one of the main reasons the game went from Descent 4 to an FPS was because of the PS2. Since it was originally released as a PS2 exclusive launch title. It was also why Geomod wasn't used that much in the campaign because the PS2 would crash regularly if you blew too many holes into things.

>I don't even want to think how long it will take till the modders and mappers stuff prosper again one more time.

The main reason modders and mappers were a thing to begin with was how relatively challenging it was to make a vidya game at the time. Like the Quake engine costed half a million dollars to license when it came out. It's why most indie games at the time were flash titles.


2f8d77  No.16273180

>>16267229

It reallly depends on what he's designing it for, a lot normalfags will ignore it like they did with Counter Strike 1.6.


1f2d9e  No.16273401

>>16267185

Nice Kraftwerk


632c41  No.16273583

In C#, is it a sin to use strings as identifiers?

What I want to do is have object behavior depend on whatever attributes/tags they have (eg IS_FALLING). Rather than hardcode an enum type, I thought it would make more sense to just leave it open ended and have it interpret whatever tags it has. I could make a Token object, but the only information it'd really have at the moment is it's name, so it seems redundant to wrap a string inside another object if I only need the string.


79cc53  No.16273618

File: e2cc2832e92fbd8⋯.png (147.78 KB, 828x801, 92:89, ClipboardImage.png)


38dad6  No.16273677

>>16273583

>In C#, is it a sin to use strings as identifiers?

yes, in literally any language it is, unless it's something used only once or twice and everywhere else it's changed into a unique procedural int or long

What engine are you using? there are probably better solutions already built in


e51451  No.16273689

>>16273583

It is a sin any language but especially so in C# where everything is on the heap. You lose safety features like compile time error checking. If you misspell an enum, the program won't compile. If you misspell a string, you have a hard to find bug.


251042  No.16273739

File: 8eec120da6f7f02⋯.jpg (123.72 KB, 924x529, 924:529, faggot_cat_wants_you_to_co….jpg)

You're misreading what >>16273583 is asking for, which is basically meta-programming. If you want to make your game that dynamic, I think using a dynamically typed language like lua would be the way to go.

My question would be whether you actually need that level of dynamic scripting. It's entirely possible that you just want it, because you think it would make things easier, which it may … depending on what you want to do. If you don't actually need such a dynamic system, it won't make things easier unless you write yourself some clever tools.

So Anon, tell us what you want to do.


38dad6  No.16273749

>>16273739

He can also just delegate the behaviour to another object, so the object will behave differently based on what object it's attached to


632c41  No.16273773

>>16273689

I'm pretty sure that In C#, objects have an internal ID attached to them that's used by the CLI so it can resolve reference identity (a == b), including strings. Additionally, all objects use GetHashCode() when used in dictionaries and hash sets, so it being a string is just semantics, it behaves exactly the same as other objects.

>>16273739

>>16273749

I want the "engine" part of my game to take a set of game objects and behaviors defined in a second assembly, and correctly update them and work with whatever they throw at it. So basically, it would define all the rules and pieces, and then the secondary part would shape those into actual game objects


38dad6  No.16273835

>>16273773

use interfaces or abstract classes to define the rules of the stuff other people will implement on their mods.

So basically:

Your Object

->behaviourObj1 : MyBehaviourInterface1

->behaviourObj2 : MyBehaviourInterface2

->behaviourObj3 : MyBehaviourInterface3

then for instance:

behaviourObj1.DoBehavior(behaviourObj2.myVariable, behaviourObj3.DoThing(true))

So you can have any number of different MyBehaviourInterface1 implementations (same for 2 and 3) and those objects will be the responsible for implementing the behavior.

You can freely swap them, and the code will end up clean and easy to understand


632c41  No.16273848

>>16273835

That's basically what I'm doing… I have a Behavior object that is contained on each game object instance that needs to get implemented, but I want an API of sorts that limits what the objects can do (eg I don't want it poking against raw arrays or instantiating game-level objects or the like)

So I made a GameState object that tracks the map and actors, but I don't know whether to make it monolithic, or how granular to make its components


38dad6  No.16273921

>>16273848

> (eg I don't want it poking against raw arrays or instantiating game-level objects or the like)

You are up for one hell of a headache, it's better to just let modders do whatever the fuck they want.

It's basically impossible unless you put them into a sandbox, which is a terrible thing on it's own


83de95  No.16274031

File: bbb03184f8ff9b8⋯.mp4 (4.9 MB, 852x480, 71:40, goty2019.mp4)

got some basic collision going; both player and bolts collide with certain tiles and improved the mouse-following bolt. The pull of the mouse is stronger when the mouse is closer to the player and weaker if it's away or he's moving.


6edf4c  No.16274468

File: a42506146070f1d⋯.png (518.15 KB, 1271x508, 1271:508, unknown.png)


cee1fa  No.16274731

File: ab0a22cd5a2efa7⋯.jpg (60.2 KB, 613x666, 613:666, INVISIBLESSED.jpg)

>finally got Castlevania stairs working as long as you're going up from the left, I haven't done the reverse yet

I wanna know what kind of crazy black magic those nips used to get this shit working in Assembly on the NES.


435df2  No.16275698

File: ae0dd0115896eba⋯.png (220.3 KB, 1280x1024, 5:4, ClipboardImage.png)

So, what should I do? 8 edges or 10 edges? with 10 I would have an easier time but my autism says a power of 2 is usually how these things go, I am trying to make my own topology piece by piece.


d6e546  No.16275939

>>16275698

Imagine how many people will care when playing the game


43a743  No.16276135

File: b34c455430fb742⋯.png (164.73 KB, 275x244, 275:244, PLEASE HAVE MERCY ON ME.png)

>start writing font renderer

>get distracted and end up implement a fully async content manager instead

Question for vulkanfags, do all of the spec pages state if a function call has to be externally synchronized?


1015c2  No.16276175

File: a99853816fe3105⋯.png (17.2 KB, 646x505, 646:505, sigma2_2019-03-22_08-12-29.png)

File: d5a6a7273260c8a⋯.jpg (41.5 KB, 400x400, 1:1, brain.jpg)

>>16276135

>tfw my font rendering works

>tfw it's faster than OpenGL, even with validation turned on

>tfw I'm almost ready to draw the game map again, I literally just have to construct the draw call, everything else is in place

Your troubles sound like the kind of classic Vulkan programming, I had to (re)implement this whole thing about managing texture memory, and now it's associated with my pipelines for some reason (I should probably disassociate it but that can happen later), but eventually I got it to work…

I don't know anything specific about multithreading in Vulkan, though. I haven't tried it. What does your content manager do? I think that functions that actually write to the command buffer require this. But I don't think other functions do. The functions beginning with "vkCmd" all discuss sync requirements but something like "vkAllocateMemory" doesn't. At least from what I can see in the docs.


43a743  No.16276192

>>16276175

The contentmanager isn't too fancy but it works. It's a pool of threads that use a separate transfer queue and a command pool per thread. Right now I just allocate new memory and command buffers for every new piece of content I load but I have integrated the VulkanMemoryAllocator from AMD with an interface that easily let's me pool memory in the future. I know queue submits are externally synchronized but is something like vkCreateImageView? Man pages says nothing about it so it's hard to know.


72c1f9  No.16276367

File: 9574943fa85ced3⋯.png (92.04 KB, 694x643, 694:643, vkspec.png)

File: 949f66a0ba43aea⋯.png (57.88 KB, 693x287, 99:41, vkspec2.png)

File: 4a9894de15bcb75⋯.pdf (4.22 MB, vkspec.pdf)

>>16276192

Section 2.6 of the v1.0.100 specification has a list of all the parameters that need external sync.


43a743  No.16276423

>>16276367

Fucking fantastic anon, thank you.


72c1f9  No.16276486

>>16276423

no problem, I'm glad it helped


9dddb5  No.16277100

How would you go about making mods for games? I'm interested in making a combat mod for VTMB but I don't know where to start.


675101  No.16277554

>>16277100 (checked)

Well those are the things I would go look for if I would want to mod a game.

1: Is it open source? If not does it provide some kind of a additional tools or SDK needed for the archives?

2: Check if any documentation or tutorials are available

3: Does it provide a native mod support via command line or directly from the game?

4: Is it 3D or 2D? If the former what kind of model format does it uses and is it easily available with other tools such as export/import plugins? If the latter what kind of image format does it uses?

5: Entity definitions, how does the game store its information how does the variables get defined? Such as health, ammo, weapon types etcetera.

If you are familiar with reverse engineering than it is also highly probable you would also need to resort to this method which takes much longer because you spend a lot of time finding out what the fuck those hex values are. When it comes to old games, chances are that a lot of information is much less accessible because websites for it or something are not hosted anymore so you probably have to check the internet archives or whatever is called too.


38dad6  No.16278085

File: 8d92aa95a3958e5⋯.webm (9.04 MB, 1280x720, 16:9, 2019-03-22 17-00-54.webm)

City reform finished, now back to working on the cooking system


f8e45f  No.16278584

When I was a kid I could spend entire days doing nothing but fucking around in RPG maker, now I can't put any effort at all.

I want to die.


d6e546  No.16278710

File: 80e08f04205a9f7⋯.jpg (134.78 KB, 1280x720, 16:9, 213142.jpg)

>>16278584

The Games Factory was where I started game development, making shitty linear point and click games with MS paint graphics and sprites stolen from the internet. I made so many of those and had so much fun. I remember how ecstatic it was to learn how to create a hitpoints bar and become able to make shitty click spam boss fights.

I haven't properly finished anything meaningful ever since I began wanting to make more "proper" games with more meaningful gameplay and design. I want to go back to a time where I didn't care about doing something meaningful in my life.


127b45  No.16279566

>>16278584

Fucking around is a lot different than putting in meaningful effort. I catch myself messing with the scene's lighting a ton when I should be programming.


2aeb28  No.16280182

File: ee0bf1a6bc9772c⋯.png (1.05 MB, 1150x642, 575:321, 3421.png)

File: 30100a66d78ad40⋯.png (1.09 MB, 975x702, 25:18, 45214251.png)

File: b08d14fe85afbc0⋯.png (799.72 KB, 935x885, 187:177, 121123.PNG)

File: cc85f24f6e80e9b⋯.png (745.55 KB, 1215x655, 243:131, 32322234.PNG)

Dorf RTS guy here. While I haven't had that much time to work on this stuff, I have spent the time I do have trying to add in all the necessary terrain sprites. The last few days I managed to get most of the slope/hill and dirt road tiles done.


cbd4a7  No.16280304

>>16275698

I recommend using 8. You can try a 5 to see how it will look but be careful with topology. Topo tends to favor even numbers as far as I know.


b46c0e  No.16280310

>>16280182

Hey that looks pretty fucking cool.


3036a1  No.16280374

File: 80ac95bfbe56996⋯.png (572.88 KB, 1366x768, 683:384, Screenshot (14).png)

File: d48517ad5cdf9fe⋯.png (307.47 KB, 1366x768, 683:384, Screenshot (15).png)

File: d84b9184ff2d425⋯.png (267.46 KB, 1366x768, 683:384, Screenshot (16).png)

File: f0860783403c4d8⋯.png (335.02 KB, 1366x768, 683:384, Screenshot (17).png)

File: 8cf06b025ad3b51⋯.png (395.3 KB, 1366x768, 683:384, Screenshot (18).png)

experimenting with archimatrix again

i figured out how to make an entirely parametric room with each wall being unique

and since every parameter is connected, doing something like changing the width/height of a wall will also fix everything else that depends on them


7fcb61  No.16280397

>>16280182

God damn that's gorgeous.


41954e  No.16280426

>>16280182

It looks like Tiberian Sun, are you using their assets directly or as inspiration?


d9735a  No.16280800

File: 88ff5e1cc016004⋯.png (108.87 KB, 1359x789, 453:263, heres the guide location.PNG)

>>16277100

The "+" patch contains modding tools and a guide.

Have not tried them myself, but they seem to be pretty extensive.


ada4cc  No.16281083

>>16280374

That's pretty neat. How's performance? Does it work with Unity's occlusion system?


3036a1  No.16281112

File: 2801aa0725516a8⋯.png (614.73 KB, 1366x768, 683:384, Screenshot (19).png)

File: aba9595c1050615⋯.png (609.03 KB, 1366x768, 683:384, Screenshot (20).png)

>>16281083

runs fine for the most part, although the node editor can get a bit slow when things get too complex

occlusion culling should work fine, pretty much every node here has the option to combine the meshes of it's sub-nodes so you can fine tune it as much as you like

the first buildings i have here are all merged because i was still trying to figure out how to get the lightmapping to work, but the new one is pretty modular so the occlusion there works fine


e7ab13  No.16281145

>>16281095

Go ahead big guy, tell us what game they're stolen from.


b71d98  No.16281147

File: 736a5188fcaca5c⋯.png (1.37 MB, 1099x849, 1099:849, tumblr_nierjwicG31scmnfuo1….png)

I'm thinking of making a Kickstarter for my RPG Maker game soon. Not really even for money, I just don't want to spend a year working on something that literally no one ever sees. I've actually done that multiple times and I honestly would prefer if I spent that time masturbating. Naturally I will provide a demo that gives players a taste of what the finished product will be and it's almost done. The only stolen assets are some of the music.

My question is, because the demo would be free and I'll make it clear that the music in the demo WON'T be in the final product people pay money for, would I still get sued for having some stolen songs in it? I use two songs from Nier and 18 from Sonic Xtreme (an unreleased Sega game).

Not mine, but I'm going for something very similar: https://www.kickstarter.com/projects/131274701/lisa-the-painful-rpg/description


d9735a  No.16281197

>>16281147

Do you have the copyrights to use them ?

If no, then don't touch them.

Not only did several completely non-profit projects get "cease and desisted" for using stolen assets, but it also brands your game as an asset flip.

Also im really not sure if just being on kickstarter is enough to gain any popularity. Look at this:

https://www.kickstarter.com/projects/1529168956/ghost-fight-a-competitive-rpg-battler

I have no idea what this is or who made it, but it has 4 backers. What makes you think that another RPG maker game will be able to surpass that ?

https://www.kickstarter.com/discover/advanced?term=RPG+maker&category_id=35&sort=end_date&seed=2588940&page=1

Here is more RPG maker games. Look at how many died and reconsider your choices.

Not trying to shit on your idea, but i just don't see it working out unless you have the golden goose of ideas, and i want to prevent you wasting your time.


d9735a  No.16281221

>>16281197

Also to add to that, just go and grab some copyright free music from a site like

https://incompetech.com/music/

Pretty standard stuff and overused, but 100% safe.


e56be4  No.16281264

>>16281147

>"Kickstarter…"

No.

>"…for my RPG Maker game…"

HAAHAHAHAHA FUCK NO


d2cac1  No.16281309

>>16281147

Nobody will care about your kickstarter and it would just be demoralizing and unproductive to do it. Is your fetish being bullied on the internet?


eb5357  No.16281430

File: 698ca7562164084⋯.png (82.89 KB, 976x755, 976:755, dsfd.png)

File: 604dfe41393f97d⋯.png (8.01 KB, 64x64, 1:1, map0.png)

File: 0815d0880dc181b⋯.png (633 B, 64x64, 1:1, map0_overlay.png)

Still a newbie figuring stuff out, still cruisin spriters-resource for shit to plagiarise. I can now render sprites from a different sprite map over the actual map tiles so think this means I can start thinking about items and interactable objects and npcs.


3036a1  No.16281448

YouTube embed. Click thumbnail to play.

38dad6  No.16281630

>>16281147

>I just don't want to spend a year working on something that literally no one ever sees

Just stop being a bitch, you get used to it.


2aeb28  No.16281689

>>16280426

I'm using OpenRA as an engine, with the OpenRA iteration of Tiberian Sun as a basis for the game. As far as environmental assets go I am basically just going in and replacing every single environment tile (ie the clear tiles, grass, water, cliffs, roads, etc) with custom graphics, but since it's only about halfway done there are still stock TS assets visible in some of those screenshots, like the Tiberium and civilian buildings. Also I should point out I had to change the color index palette to accommodate my more lush terrain, which is why the stock TS assets are grainy and weird looking.


2aeb28  No.16281706

File: 1ea954f7cf94a6b⋯.png (562.34 KB, 965x688, 965:688, ClipboardImage.png)

File: f162160b314a2dd⋯.png (433.87 KB, 907x580, 907:580, ClipboardImage.png)

File: 4b961342b94031e⋯.png (603.66 KB, 1012x730, 506:365, ClipboardImage.png)

File: 6d7867a96b834a8⋯.png (1.17 MB, 1593x997, 1593:997, ClipboardImage.png)

>>16281689

>>16280426

I should also add that while I'm mostly asset-swapping for the terrain features, I don't plan on doing anything like this for the rest of the game. Nod, GDI etc are going to be totally replaced with custom factions, and the vehicle and unit design will have a totally different style from C&C.


2e6d51  No.16281747

>>16281706

How do you produce the graphics for buildings and units? I'm guessing making sprites of 3d models?


497b33  No.16281756

>>16281689

>OpenRA

I hope you at least try to optimize it


2aeb28  No.16281879

File: 045862cdc4c5350⋯.png (137.27 KB, 790x657, 790:657, ClipboardImage.png)

File: a0602d56fa2f7e0⋯.png (99.54 KB, 868x521, 868:521, ClipboardImage.png)

>>16281747

yeah, for the most part they are 3D models/sculpts rendered into isometric sprites.

Some terrain tiles like the grass and roads are just made in Photoshop.

Pics related are some 3D models before being rendered into sprites.

>>16281756

The optimization has gotten better over the years, but it's still kind of a problem. The way I see it is that there aren't really better options for making a good 2D RTS, imo


2aeb28  No.16281881

File: a47d42a0044789f⋯.png (318.23 KB, 576x576, 1:1, 2.png)

File: 75e34c058a49bb2⋯.png (324.33 KB, 576x576, 1:1, 14.png)

>>16281879

Forgot to add my cliffs render>>16281879


2e6d51  No.16282022

>>16281881

>>16281879

Is there a tool which streamlines the process for animated units like soldiers and such? Seems like a tedious process to do it frame by frame for all directions.


2aeb28  No.16282036

>>16282022

It's not THAT tedious. Just create a template file for all units that has the orthographic camera perspective and lighting direction you want for all units/objects, and just duplicate the animation for each unit for however many unit facings there are. My game will have 8 directions for infantry, so I just repeat the animation 8 times per animation, and then rotate the camera and lighting accordingly for each direction. Also since you can just batch render every frame, just have every animation and camera angle set up and then you can just render every frame all in one go.

I guess that's kind of tedious, but I can't think of anything that could automate it further.


497bd5  No.16283113

File: 056266f2d1c2b6f⋯.webm (1.89 MB, 1280x720, 16:9, gameplay.webm)

File: 67c103601a0eda4⋯.webm (546.52 KB, 1280x720, 16:9, grenade.webm)


3036a1  No.16283229

File: 22cdc857e3f5bdc⋯.png (143.06 KB, 1366x768, 683:384, Screenshot (21).png)

transition based state machines, behaviour trees, or a mix of both?


e6060a  No.16283304

>>16283229

Behavior Trees. State Machines do not easily scale. You could mix the two if you wanted to, but if you do then you should put behavior trees in charge of the large scale decision making.

But if you give more information about what you are doing and what you want to accomplish you may get a better answer.


3036a1  No.16283330

>>16283304

no particular goal in mind, just wanted it to be as versatile as possible


2aeb28  No.16283469

File: d61ddb979b442a9⋯.png (74.99 KB, 420x230, 42:23, ClipboardImage.png)

File: 630c0b1b19f6297⋯.png (195.25 KB, 710x367, 710:367, ClipboardImage.png)

File: 760dd017c221670⋯.png (1.46 MB, 965x600, 193:120, ClipboardImage.png)

>>16281706

Spent all day trying to work deteriorated paved road tiles into the game.


3036a1  No.16283491

File: 37c6c9fb1ee3e23⋯.png (148.96 KB, 1366x768, 683:384, Screenshot (23).png)

File: f0f8eaabbfe65fd⋯.mp4 (3.87 MB, 800x600, 4:3, 2019-03-24 13-11-18.mp4)

>>16283229

>>16283304

well i got it to work, more or less

now i need to figure out how to do tasks in a sequence again


675101  No.16283504

File: 050877e9e22a8af⋯.jpg (74.52 KB, 680x707, 680:707, 050877e9e22a8af949f090ceef….jpg)

File: 4c4b1758b872597⋯.jpg (2.33 MB, 2048x1958, 1024:979, russia3_beautiful.jpg)

>>16283469

>>16281881

>>16281706

Absolutely beautiful. Kinda reminds me of Total Annihilation terrain.


d2c58a  No.16283517

>>16282036

Alright, thank you for sharing the workflow cause I was interested in making graphics like that.


15dee5  No.16283527

File: 2b99c76e550bdbc⋯.png (6.6 KB, 1280x720, 16:9, chungus.png)

>>16283113

I found an amulet and then didn't know where to go. When I was walking around, the screen turned black and I couldn't figure out how to fix it.


675101  No.16283532

>>16283527

Its called Shadow of Chungus for a reason. :^)


497bd5  No.16283560

>>16283527

>>16283527

I thought I fixed that.


3036a1  No.16283721

File: 8dd83dd7e28a00f⋯.png (162.3 KB, 1366x768, 683:384, Screenshot (24).png)

File: 1c87b7cfcd9aa80⋯.mp4 (600.17 KB, 800x600, 4:3, 2019-03-24 16-35-17.mp4)

File: 8660837ac1ca127⋯.mp4 (732.22 KB, 800x600, 4:3, 2019-03-24 16-35-58.mp4)

>>16283491

and i've got sequences working, although i only reset their finished states when they actually finish the sequence

ideally i should also be doing that when the result of the selectors changes, but that's too much of a hassle at the moment

and that's probably all of my progress for the week


632c41  No.16284599

>>16283113

I like the LOS stuff, any particular algo you're using, or is it just raytracing?


497bd5  No.16284682

>>16284599

It's stupid easy. I take each corner of a rectangle that is solid nd draw a line away from the player then from four of those lines I make four quads and draw them black using OpenGL.


632c41  No.16284734

>>16284682

Okay, that's what I figured. Do you do any optimization, like combining tiles together, so you don't have like 50 draw calls for a long, solid tile wall?


497bd5  No.16284800

>>16284734

The tiles are in a tilesheet other than that you better have an SSD.


251042  No.16285084

File: 5fa6c6f8fd487d4⋯.webm (888.41 KB, 940x492, 235:123, MainMenu-WIP.webm)

Progress report:

>added sounds to flare pistol and smoke grenade

>worked on the main menu

God, Unity's UI system is shit.


38dad6  No.16285466

>>16285084

>God, Unity's UI system is shit.

We know your pain


632c41  No.16285772

File: 8a60e487ddcd73e⋯.png (2.98 KB, 233x231, 233:231, ClipboardImage.png)

I made a mushroom, please critique


be15d0  No.16286031

>>16285772

The bottom part seems like it would look better if it was proportionally smaller and centered to the top. Pretty good otherwise.


d02efd  No.16286173

File: 6fb09f362595973⋯.jpg (171.5 KB, 1024x768, 4:3, 1524-1l4sesk.jpg)

How did some of you spergs teach yourselves math?


632c41  No.16286219

File: c4cd43844b9ae68⋯.png (3.68 KB, 290x144, 145:72, ClipboardImage.png)

>>16286031

>>16285772

I need it to take up as much of the 32x32 frame as possible, since the mushroom object will basically be a rollable object so it has to be rounded and big.

I tried to make the (actually two) mushrooms look more distinct, added some intermediate colors, and some grass for a little more punch

>>16286173

Anything you're struggling with in particular? You only have to worry about calculus-tier stuff if you're making an accurate physics engine or need to worry about rates of change. For most projects, linear alegbra, transformations, sin/cosine shit, and learning how to treat values in the range of 0..1 (normalization/units) will carry you for 99% of it


d02efd  No.16286260

File: c854ee5e4f8b61c⋯.jpg (64.41 KB, 1024x798, 512:399, 1552177606438.jpg)

>>16286219

It's not really game dev related, I just dropped out of school in like 5th grade and can barely do arithmetic. I remembered some people here taught themselves a lot of math to work on their games but I don't know what they used to teach themselves.


e6060a  No.16286296

File: 4260a8765c47a4b⋯.png (179.83 KB, 652x651, 652:651, ThisMustBeTheWorkOfAnEnemy….png)

>>16286173

>>16286260

Kahn Academy. It's free, and you can start at very basic levels. Doing arithmetic well is about practice. Do arithmetic in your head, and practice multiplication/division/addition/subtraction of every two number permutation between 1 and 12. You can find flashcards online.

I believe in you anon. You can do it.


632c41  No.16286354

>>16286296

>When you still stumble with the 6, 7, and 8 times tables in your head

I mean I can get the right answer but it's not reflexive


d02efd  No.16286356

File: b1c1878b134518a⋯.jpg (76.41 KB, 597x800, 597:800, 4d2646c79bb0c8c270d0bee048….jpg)

>>16286296

thank you jesus


cbd4a7  No.16286706

File: 965996965a7118f⋯.png (102.99 KB, 768x446, 384:223, Screenshot_20190325_005345.png)

File: a54ac6d2eb09d3c⋯.gif (2.45 MB, 500x500, 1:1, feet_rig.gif)

File: 5864737e6662d30⋯.gif (119.55 KB, 500x500, 1:1, feet_deformation_test.gif)

File: ce3c9009ec9d8f6⋯.gif (140.25 KB, 500x500, 1:1, leg_sides_deformation_test.gif)

File: 5d34cdad9fddb1e⋯.gif (83.25 KB, 500x500, 1:1, kneecap_deformation_test.gif)

Upgraded Shinobu's mesh with better topo and deformations. Also new butt and feet.


2aeb28  No.16286887

File: f633b2cabeb35f4⋯.jpg (97.44 KB, 950x595, 190:119, D2f0BGuUwAEcNAo.jpg)

File: 58d94c751d5c770⋯.png (116.95 KB, 493x222, 493:222, D2f0pI5U8AA3Jjq.png)

File: 118f140e5aa8209⋯.png (403.35 KB, 813x401, 813:401, D2fzPrqU0AAVoy6.png)

File: 2fdc7c069e638ea⋯.png (389.85 KB, 833x425, 49:25, D2fzUGzU4AEVmjJ.png)

File: 04f180c782e74a7⋯.png (556.29 KB, 954x634, 477:317, dfsdaSDA.PNG)

>>16283504

Thank you. It really does mean a lot seeing people react so positively to my work.

Anyway, made even more terrain assets today. I'm on a roll.


38dad6  No.16287208

File: c80e170a431b6ad⋯.png (3.21 MB, 6000x3302, 3000:1651, shinobus.png)

>>16286706

Will there be cute costumes for Shinobu?


2ca712  No.16287957

>>16286296

Whatever happened to ducky feet game?


8d78bb  No.16288490

File: aa977d1c0516ac8⋯.gif (480.1 KB, 270x270, 1:1, sandah1.gif)

Unreal for basic 3D environments and rendering your models within them ?

and blender for animation or model creation ?? ye ???

Just making sure


3036a1  No.16288509

File: b75dcc4f3fd3011⋯.png (64.33 KB, 300x302, 150:151, a398005f83de151c1f2aee02ce….png)

>>16288490

you could just render your models in blender, you fucking caveman


e6060a  No.16288511

>>16287957

I think he finished his game and then left.


8d78bb  No.16288562

File: 1569d3514556ffb⋯.jpg (49.85 KB, 635x480, 127:96, yono.jpg)

>>16288509

Than , render in blender while porting them into Unreal as assets getting them to move with other stuff on the program ?


3036a1  No.16288610

>>16288562

you didn't say anything about moving, you just said rendering


8d78bb  No.16288667

File: 7e024a19b8e4cda⋯.jpg (50.9 KB, 1280x720, 16:9, yadi.jpg)

>>16288610

I Know , which was my mistake. I'm just curious if it requires rendering on blender than moving as a basic asset after being set up and moved into Unreal


3036a1  No.16288683

>>16288667

your english is shit and i have no idea what you want to do

do you want to make a game or just some generic level design shit?


8d78bb  No.16288750

>>16288683

Yes make a game , I'm wondering about how you would do model rendering and porting stuff into your environments. Which Programs to use for each etc


3036a1  No.16288830

>>16288750

blender makes models, rigs skeletons, animates and possibly textures, and then if you want to make sprites/movies you could also render in it

game engines (such as unreal) are environments where you make games, once you have models/sprites made with blender you could import them to whatever engine you want and then actually make a game with them

"rendering" in a game engine is when you have some 3d geometry (or just a plane with an image on it) and let the engine draw it, rendering in blender is when you have a 3d model and essentially take a high quality photo of it, which for games is not necessary unless you plan on everything being sprites instead of actual 3d geometry


251042  No.16289122

File: 2439d1258c85aa4⋯.webm (306.21 KB, 938x490, 67:35, rebinding.webm)

Today I implemented in-game rebindable keys. Next will be graphics settings. Once that is done we'll no longer need that ugly Unity launcher.

It's only a little progress, but progress nonetheless.


cee1fa  No.16290605

File: 543a1252cdf8a62⋯.png (122.05 KB, 320x240, 4:3, radio_head_1.png)

File: 8fc9c473b9f21a5⋯.png (106.04 KB, 320x240, 4:3, radio_head_2.png)

File: 4a66c375e6d3084⋯.png (17.24 KB, 320x240, 4:3, radio_head_3.png)

File: 3782bf8c439a9f6⋯.png (94.47 KB, 320x240, 4:3, radio_head_4.png)

So after about a month of procrastinating, I got the motivation to finish my first game in about two days just before my April 1st deadline. It's short, it's shit, but it works, and that's the whole reason I made this.

https://mega.nz/#!wrhx1aiS!EqP12S3QVgFmi1UCZNdxYh6JVLoKVd6CcS4TdZPyNQA

Enjoy.


d9f18a  No.16290943

File: 1e50081dee05b6e⋯.png (26.34 KB, 960x720, 4:3, Screenshot_2019-03-26_20-1….png)

>>16290605

>cutscene can't be skipped by X if you change the screen resolution

>cant customize controls still the shitty pc98 cancer of arrows keys + ZX

>2nd boss can vibrate inbetween the platform and you can btfo with ease, also why the hell does it deal 3 damage when the feet touch you

>3rd boss just becomes max width and it's actually unintentionally funny

>jumping bobs the camera around instead of the level like most contra / castlevania kind of games


3265e1  No.16290976

>>16228322

>IRC and Discord

Just use the board you faggots.


f61bb3  No.16291436

>>16290605

I beat it with continues. It was fun. It was hard to get used to z being jump and x being fire. Rebinding controls would be helpful.


000000  No.16291499

>16 day old thread

>less than 400 replies

Is this a new record? I know this place has been dying for a couple years now but goddamn


d2cac1  No.16293593

>>16291499

>torpedo sinks the thread

pottery


cee1fa  No.16293662

File: c428cd5d7916eac⋯.jpg (30.73 KB, 500x464, 125:116, c428cd5d7916eac4d3a00268cf….jpg)

>>16290943

>cant customize controls still the shitty pc98 cancer of arrows keys + ZX

I forgot.

>2nd boss can vibrate inbetween the platform and you can btfo with ease, also why the hell does it deal 3 damage when the feet touch you

Aw fuck.

>tfw I forgot move_and_collide() was a thing so objects can push other objects around

>tfw move_and_collide() works differently from move_and_slide() so it's too late to fix it

Not sure what the deal with the feet is, that shouldn't be happening.

>it's actually unintentionally funny

>unintentionally


6561f8  No.16293691

File: 268558c2db6cffc⋯.png (1019.91 KB, 729x1024, 729:1024, 82699184B0A9404FAFEA9695CB….png)

A week of no progress on my mod, mostly spent on reading and following function call hierarchies to figure out how things even work.

The sources of the game I'm modding for are so huge that I can't wrap my head around them, I don't know where I should put my stuff and what is going to collapse if I delete things I want gone.

The engine isn't open source so I don't know what most exported engine functions actually do, tutorials on the internet are extremely light about this and prefer to show me how to make varedits, "give this gun 100 ammo haha".

Doesn't help that there's spaghetti in there that makes my head spin, like variables tracking shit that only matters in a subclass being defined in a superclass two levels above it.

There's stuff like client side prediction that looks like duplicate code, serverside data about the client that is somehow invisibly shared by the engine, client-server messaging, string identifiers and number indexes being used interchangeably for the same thing (stored in different places).

I've looked up the sources of an advanced mod to try and learn from what that guy did, and reading it is giving me an aneurysm since he's so experienced with how the game and language works that it looks like absolute gibberish.

Wish I wasn't stupid.

[/blog]


970641  No.16294805

File: fbeb27eeab039c0⋯.gif (1.41 MB, 320x240, 4:3, xf2tnYSaif.gif)

File: 11c9a9a3d0f0b78⋯.gif (818.31 KB, 320x240, 4:3, rubFO0TZik.gif)

>>16238532

Normally when a sprite's animation changes, it starts from frame 0. Sprites now retain their last frame if their rotation basis changes but their anim group doesn't. Here is what I last left the door as, interaction with computers and gibbing/death anims next so I can start testing things that can kill the player.


38dad6  No.16296198

File: 1b50c00862db27a⋯.png (86.04 KB, 834x360, 139:60, i like this bread.png)

>page 14

new bread?


c745a5  No.16296251




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