a89c49 No.16455118
Brainfuck code to generate the thread image https://pastebin.com/H4K5H4BK
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: >>16418016
Announcements
>As always, the wiki needs love and attention
>The next quarterly DEMO DAY is scheduled for August 8th (08/08)
3135a0 No.16455305
New map generator is making progress. I can now generate all my rooms and corridors and place player and exit at opposite points of the map. Also, new tileset. Next up is being able to block rooms with doors and creating a corresponding key.
806f18 No.16456099
Figured some anons might be interested in the fact that the Prime World Editor (editor tools for the Metroid Prime games) has gone open source: https://github.com/arukibree/PrimeWorldEditor
72a941 No.16456234
Thanks to whomever told me to just parent the rigidbody object to the pathfinding agent object, It works like a charm
e2fca5 No.16456620
>>16456234
Those lights make me fully erect
Also your brick textures normals are upside down
6490dd No.16456729
>>16456234
lmao you call this grimdark? not nearly edgy enough. far too bright. you are being far too liberal with the palette. overall 3/10 because at least you gave it a try.
deb11a No.16456842
> haven't worked on my game in nearly 6 months
> whenever I'm not working I'm sleeping or playing vidya for an hour before sleeping
> working two jobs just so I can pay off debt to the faggot government that's constantly breathing down my neck
Sorry for the blog
acc855 No.16457080
>>16456842
Maybe quit playing vidya and just like make game? Get some vacation time/time off and go do the thing.
3135a0 No.16457200
>>16456842
>playing vidya instead of making vidya
21757e No.16457226
bugfixes on the movement
there definitely shouldn't be any more zigzagging now
c922be No.16457632
I'm finally happy with the way levels are rendered, you can see everything on upper and lower levels as long as it's not obscured. Going under something from the upper levels stops rendering of levels above the current. Kind of feels like rs2 did it…
1e22f3 No.16457852
>>16457632
I love when games do that. Can you give it a smooth fade?
c922be No.16457933
>>16457852
Yep. And stairs need some transition too, maybe a quick fade to black and back.
436615 No.16457960
Almost done making an Asteroids clone in Godot. Might do Tetris next. The plan is to make a minigame collection like WarioWare, see how many small games I can make by 8/8.
I'm concerned about how I set a black background by placing a ColorRect around the border of the screen. It seems like a hack solution, like I shouldn't need an extra node to just change the background color.
806f18 No.16457973
>>16457960
Get used to hack solutions if you want to make games
cf21fa No.16458016
>>16455118
what the fuck does /agdg/ make pizza now?
72a941 No.16458202
Animations now work. Anyone have any idea why there would be a delay?
2d1873 No.16458209
>>16457226
Played your game last demoday did you address the input lag issue?
5d171b No.16458218
Should I go with Godot Engine or Monogame for 2D game dev? GameMaker Studio is shit and Unity's 2D is garbage so don't bother recommending those.
d36160 No.16458260
I'm interested in making total conversion Doom wad, a walking simulator with strong Yume Nikki/LSD Dream Emulator vibes. I think I have enough experience with gzdoom to pull it off and make it look somewhat competent.
My question is, would anyone be interested in playing this? Are there communities that enjoy this kind of stuff? I don't want to put effort and time into something just to go unnoticed.
9e05c1 No.16458279
>>16458260
>a walking simulator
<would anyone be interested in playing this?
Ask Reddit. They'd probably Kickstart it.
3135a0 No.16458290
>>16458260
>idea guy being idea guy
People who post their ideas asking if anyone is interested, if it's possible or whatever never ever complete whatever ideafagging they've imagined, no exceptions. You might as well give up and move on to something that you actually want to make and play. Or go to reddit
02c486 No.16458292
>>16458260
Since I don't know either example provided by anything more than by name, I don't know. You calling it a walking sim puts me off, but I'd play it simply because it's an /agdg/ game.
I guess you could go down the professional route and create a proper pitch, rather than "ideas guy: the post". Then we could decide whether there's something to it.
Just a thought …
21757e No.16458309
YouTube embed. Click thumbnail to play.
lotsa work on the melee combat
added blocking
losing leg pieces makes you a manlet
ai can block and only blocks/dodges if being attacked by his enemy, not the closest pawn within a distance
attack animations push pawns away
weighed animation choices for the AI - block more, dodge less
>>16458209
was that only for the dodging? i made it accelerate a lot faster
as for the regular movement, i'm forcing the player to not use the navmesh now, not sure why i was doing that to begin with
72a941 No.16458310
>>16458202
Fixed the delay
806f18 No.16458406
>>16458290
True, no one ever makes anything good from asking "Would anyone play this?" because to me that says that you're not really interested in the idea. If it's a good idea and if you build it, people will come.
ce0e08 No.16458417
>>16457960
I'm fairly certain the default color to clear the screen with on frame update is configurable in the project settings.
ce0e08 No.16458436
>>16458260
>I don't want to put effort and time into something just to go unnoticed.
If you make something legitimately good people will be attracted to it. There is an audience for any kind of content assuming it's good content. That said, do not just ape what someone else has done a hundred times over. That's rehashing and it's unoriginal and unimaginative. Do something unique, and if you do a quality job you will find an audience.
67c3e5 No.16458474
I guess mapmaking counts as modding? But more of a question about textures.
I'm getting into making videogame maps and custom levels and i'll start off with a CS 1.6 map of the school i used to go to, just for shits and giggles.
I want to make some of the textures resemble the real thing, so do i use close-up pics of tiles and walls to make textures, or do i draw some of them by hand?
a62875 No.16458501
>>16458309
>>16457226
>a fully 3D Bionicle game that isn't just collecting shit and piss easy
703a14 No.16458565
I want my character to dash/launch in any direction with my code it works on y vector only put in X vector it caps at 350 which is my normal speed keep in mind that i didn't a clamp function or a max/min function
0d000c No.16458611
>>16458565
for ui_right, instead of VELOCITY.x = SPEED use VELOCITY.x = max(SPEED, VELOCITY.x)
Same thing for ui_left, except with min instead of max.
Right now you're setting the speed to exactly 350 if a direction is pressed, so your dash only works if you'd release the direction key the next frame.
b8dc82 No.16458893
>>16458611
HOLY SHIT THANKS ANON
but could you explain what i did wrong sorry for responding to late my internet connection is shit at night
b8dc82 No.16458903
>>16458868
the atmosphere is godlike anon will we have a playable demo at demoday
73c279 No.16458906
is SDL a bit bloated? or am i just thinking too hard
>>16458893
>how does if/else branch works, how come i can't think procedural?
think harder
72a941 No.16458920
>>16458903
T-thanks anon.
If I can absolutely. The game finally has gameplay.
6d80a6 No.16458957
>>16458945
Lurk moar you nigger
46676d No.16458962
>>16458945
It's the remake/reimagining/sequel to one of the only games 8/agdg/ has actually finished. Supposedly a team effort, but everyone except Kowloonanon is either busy, depressed, or possibly literally brain damaged.
4e7b38 No.16458977
>>16458962
What is the name? Link or magnets?
095437 No.16458990
>>16458962
When the fuck did this happen? I stopped lurking this thread when every single one devolved into retards arguing over language preferences.
72a941 No.16458998
>>16458945
DT is race war: the game. It needed a fitting artstyle (See: >>16458957)
>>16458962
"Finished" is a rather extreme term for it. It was pushed out in a month for a gamejam by the Teagan Quest dev group based on an autistic demo/worldbuild from me. It lost to a porn game and a stock asset filled mess.
Thanks, indie clique.
>>16458977
>>16458990
http://8agdg.wikidot.com/die-totenmaske
6d80a6 No.16458999
>>16458977
I'm starting to think that a few of the people in this thread aren't actually from around here.
46676d No.16459000
>>16458990
Two years ago. A Teagan fangame got derailed into this turn-based QWOP clone about an autistic manlet doing…something.
46676d No.16459006
>>16458998
>race war: the video game
More like "we gutted everything from a desert wandering and crow people trading simulator so it would fit in a short RPG Maker game jam project."
4e7b38 No.16459023
>>16458999
I dont usually lurk /agdg/ treads since I`m not into game developing. Tonight I was just bored and lurked a bit.
095437 No.16459025
>>16458998
>Thanks, indie clique.
That's pretty gay. Makes me wonder if there's any possible way to start a studio without sucking dick to the clique without striking gold and becoming viral
>>16459000
Oh damn. I pop in from time to time and see the usuals, but this one completely slipped under my radar.
6d80a6 No.16459043
bc46ea No.16459478
>Finish writing my shitty memory allocator
>PZ12: ../mesa-18.3.6/src/intel/vulkan/anv_device.c:2779: anv_bind_buffer_memory: Assertion `(buffer->usage & mem->type->valid_buffer_usage) == buffer->usage' failed.
>https://github.com/hrydgard/ppsspp/issues/10886
please
a89c49 No.16460001
Just need to finish working on the Tranpose and Rotate functions and this works beautifully. It actually works
d62521 No.16460061
Is it normal to fail on absolutely everything and call it a day? I've been asking questions too, but peers don't answer
436615 No.16460086
>>16460061
"One of my most productive days was throwing away 1000 lines of code." - Ken Thompson
You probably learned something today
a89c49 No.16460136
>>16460123
That's great but this isn't the SS13 thread anon
095437 No.16460196
>>16460136
fuggggggg I'll delete the post
>>16460164
That was actually hotwheels
07b9d1 No.16460217
>>16460196
I don't beleeb it.
095437 No.16460268
>>16460217
The guy in the photo in my original post not backpack cuck
0f853d No.16460276
>>16460268
Hotwheels wouldn't have any trouble fitting into a backpack
aeff8e No.16460308
>>16460276
>Joshua Moon did nothing wrong
cf3ffb No.16460341
>>16456234
>>16458202
>>16458310
>>16458868
Looking damn good dude, the art style currently reminds me of a cross of Thief for the environment, E.Y.E. with the character designs, with a bit of The Dark Mod too with the lighting.
Need any britbong VO for any characters yet, such as damage and death sounds?
21757e No.16460561
YouTube embed. Click thumbnail to play.
neat
but making items is gonna end up being a real pain, there's a ton of manual movements to have to be made to position the equipped/preview models correctly
dd6f00 No.16460671
>>16458945
Why shit on someone actually doing something and not being a nodev? /agdg/ in general has enough of those, if you don't like it just lurk or at least not be such an idiot. anon, don't shitpost as a response, please god just learn from this
41f67e No.16460675
>>16460561
oi doctard remind me what outline shader you use.
21757e No.16460691
41f67e No.16460697
>>16460691
>thanks my dude
bc46ea No.16460898
>>16459478
Ok I found the bug. I'm retarded. I was creating a dummy buffer to get the memory requirements for a speciifc buffer ahead of time and I forgot to set the usage flag to the actual desired usage.
72a941 No.16460920
>>16460341
Oh shit you're the guy who voice acted for dorf game, right? I'm a fan of what I've heard, buddy.
Do you have a riot or disc?
Your taste in vidya is fucking great.
5d53b7 No.16460978
>>16460341
>Do you have a riot or disc?
We also have an IRC.
cf3ffb No.16460981
>>16460920
Indeed I am, and I'm glad you enjoy it!
Yea, I have Discord, it's a necessary evil, what's your ID or other identifying stuff?
Thanks mang.
72a941 No.16461033
>>16460981
snaketicus#5056
72a941 No.16461318
>>16461184
We've switched to riot it's just getting people on to there tends to take a conversation in discord.
bc46ea No.16461329
At least I have something on screen again.
5c195f No.16461350
>>16461318
Never heard of riot before. Looks cool.
de7264 No.16461378
>>16461184
>look at me i hate all the things people tell me to hate do i fit in yet haha
Get a life and learn facts before you shit on something retard
5c195f No.16461381
>>16461378
> facts
Discord sucks.
b8c0e4 No.16461388
>>16461378
>learn facts
Fact is Discord is only used by casuals, gays and trannies. Everyone has Steam, it's not like you're somehow forced to use Discord in addition.
3135a0 No.16461392
>>16461378
>reddit spacing
>sucks chink cock
f56849 No.16461720
bc46ea No.16461931
>>16461720
>muh extra 2 LoC
72a941 No.16463041
>Limb health is working
>Stun locking is working
5d53b7 No.16463082
>>16463041
He crawls real quick.
a89c49 No.16463198
>>16461350
>>16461318
Is Riot like one of those off-brand synonym programs that's secure, private, and FOSS?
5d53b7 No.16463226
88c6b7 No.16463243
>>16463198
I wouldn't put 100% trust in Riot itself, but it uses Matrix so if someone has a "riot server" you should be able to talk to it with a different Matrix-based program anyway. https://matrix.org/
8e68f4 No.16463261
>>16463041
>discord sounds
Filtered
0d8e82 No.16463262
>>16463198
In theory yes, in practice no. Riot is federated however most people use one server (riot.im), which was compromised recently. It's also integrated with google captcha and you have to solve one to make an account. Also all of the clients are either really bad, except for the one electron client that most people use, which is the most mature client it has, but is still an electron app.
a89c49 No.16463269
>>16463262
Is there any good chat client that isn't IRC based?
0d8e82 No.16463279
>>16463269
I'm stuck using things like gajim. I don't have any good IRC clients so it really makes it hard for me to motivate myself to use IRC. It makes me want to bite the bullet and write my own client… I hate the shitty UI all of the clients have.
5d53b7 No.16463285
>>16463279
What kind of UI problems are you talking about? I know a client like Weechat is pretty customizable. You could write some plugins for that or some other client like it rather than rolling your own.
0d8e82 No.16463298
>>16463285
All the clients look stupid and the text is too small and they're made in GTK. Gajim doesn't update the screen properly and if I want to connect to IRC and XMPP at the same time I have to have two clients open. The UI is annoying and small and inefficent and everyone uses GTK for everything, just, it's hard to describe but It bothers me, it's not something I can fix with a plugin because my issue is with the base UI, and the lack of multi-protocol support, etc. there are kind of some ideas that I have about the client I want, basically I have 5 clients open for the protocols I use at all times and they're all stupid in their own special way. I can't just fix it with a plugin because even if I make one client less shit I will still have 5 programs open
5c195f No.16463310
>>16463279
>Start to make game
<End up making FOSS Discord
/agdg/
0d8e82 No.16463314
>>16463310
FOSS discord implies that I would invent a new protocol (worthless) instead of trying to implement all of the protocols everyone i'm trying to talk too is on.
5c195f No.16463329
>>16463314
Was simplifying for effect.
cfaabd No.16463361
>>16461378
yohoho of the hooks I never go.
5d53b7 No.16463415
>>16463298
Weechat solves many of these problems. By default it doesn't use GTK, you can adjust the text size because it uses the text size of your terminal, and UI is efficient if you memorize the keyboard shortcuts or bind your own.
>it's not something I can fix with a plugin because my issue is with the base UI, and the lack of multi-protocol support
You can add multi-protocol support with a plugin.
https://github.com/sleduc/weechat-xmpp
And even without plugins you can customize quite a bit, pics related.
Problem is if you want to do things through buttons, drop-downs, and wizards, not keyboard shortcuts and by typing commands.
>>16463345
Hey, welcome back.
5c195f No.16463422
>>16463415
But does it allow images?
5d53b7 No.16463466
>>16463422
Not so far as I'm aware. If this is an XMPP question then I can't say because don't know how well the XMPP plugin supports the standard. I doubt it displays images in the terminal however.
I'm sorry I couldn't help you solve your problem.
5d53b7 No.16463494
>>16463472
A stealth game with a focus on detailed firearm and computer system simulation. Current title is Trigger Control.
5d53b7 No.16463504
13805b No.16463536
>>16460978
IRC is pretty much dead. Just clients idling everywhere at least on rizon; I don't connect on freenode or any network that doesn't mask the IPs. #8/agdg/ on rizon is dead too.
5d53b7 No.16463562
>>16463526
I do have a number of character's in the brainstorming stage, but it's very early so a lot could change. I'm still working on the mechanics.
During the first stage the main character has a friend named Rich who gets him to sneak into a warehouse and steal copper for drugs.
Later there's a private contractor who hires the player onto his team.
There's also a gunsmith, computer guy, and driver who all work with the contractor and inhabit a central base of operations.
There will probably be other characters as the plot demands, and some of these characters may go away if they don't fit.
More confidently I can say that there's going to be guards, police, swat, and special forces in the game. These are also the only characters that really need voice-lines for gameplay purposes. The rest of the enemies are robots and automated defense systems or they can deliver their lines through pure text.
>>16463536
The IRC standard is not entirely dead but it has dropped a long way from where it once was. It's a self fulfilling prophesy, sadly. Nobody uses it because nobody uses it.
2a45f5 No.16463580
>>16463536
These chats are just time sinks anyway. It's rare that you ever get anything useful out of it. If you need to spitball ideas, feedback or anything just use the thread.
cfaabd No.16463819
>>16463536
>#8/agdg/ on rizon is dead too.
I have no idea what the fug I should even write there despite lurking for over a year I think.
13805b No.16463879
>>16463819
What is it that you didn't understood?
How about some classes on reading comprehension?
d6282d No.16463905
all this talk of chat clients, meanwhile a lone tumbleweed blows through >>>/agdg/
3135a0 No.16464008
>>16463905
AGDG is too small to sustain its own board, multiple threads and chat clients.
9e05c1 No.16464024
>>16464008
Hencewhy people should only support the threads for general updates and the board for individual threads to individual subjects and games.
cfaabd No.16464051
>>16463879
>What is it that you didn't understood?
Your post is fucking confusing. First of all I did NOT mentioned that I don't have a slight grasp of the current state of IRC in general or how active the #8/agdg/ channel is because I am lurking on that channel for several months already and the last chat activity is around 2-3 weeks ago if my memory serves right. The second point is that I have a hard time contributing to the activity to this #8/agdg/ channel with my own severe lack of progress therefore I have nothing to contribute which further reinforces the circle of no activity. Does this make more sense to you now or do I need to be even more verbose?
0d8e82 No.16464060
On the topic of my engine, I have, fixed the bug where you could escape the window by flicking the mouse on windows, and fixed some bugs related to the timestep by switching to integer time which should be much more precise and should solve the rounding problem I think I'm having at very high framerates. So right now i'm trying to solve the issue with my PVS. It should be simple enough to isolate this bug by writing down the leaf numbers. I don't think that the clip planes intersect the portal which might be causing some kind of issue. I know I had a bug related to that in the past. This is my theory….
>>16463415
That's the thing, I don't want a terminal based client either, and I want one that has images…. I want to replace Telegram which wouldn't work on the terminal for example.
d6282d No.16464062
>>16464008
This is what I meant: >>16464024
Posts usually sit around an hour or a few days before getting replies, I can't imagine chats are much more active. Why not use the topic posts and the board? I've been using the board more often as of late, will make a topic post soon.
> Pic unrelated, idea for item deployment.
46676d No.16464104
Do you think a 500 microsecond GC pause would introduce any noticeable judder, and would double buffering cover this up?
806f18 No.16464112
Learning GDScript to use Godot is difficult since I've only ever worked in strongly typed languages before. Is there any tips to get more used to this or should I just make use of Godot's C++/C# support? (Even if C# support is incomplete, I feel like I'd have a better time making anything if I was using that)
>>16463261
>(1) and done talking about filtering anybody
Filtered :^)
d6282d No.16464147
>>16464112
Download these templates:
In-Game Console
3D Platformer Demo
Navmesh Demo
any 2D platformers
Read these:
Sams Teach Yourself Godot In 24 Hours
Official docs (even if shit)
The scripts in those above documents.
Everything in your scene tree extends root, which can act as a viewport. Any singletons instanced in the project settings can be moved to extend root. Study Object, Node, Spatial, Control, and Node2D functions. Study Python code if you want an idea of how GDScript works. And have tons of patience because GDScript is very fluid and some methods are just flat broken.
d6282d No.16464155
>>16464147
I said they can extend root, I meant branch off of root.
0d000c No.16464159
>>16464104
>500 microsecond GC pause
>200 FPS is 5000 microseconds per frame
As much as I hate GC, if your pauses are 500 microseconds and don't happen more than once per second no one is going to notice.
0d8e82 No.16464239
>>16464104
>>16464159
>allocating memory within your game loop at all
why?
806f18 No.16464266
>>16464147
Wow, this is way more than I was expecting. Thank you
0d000c No.16464404
>had been building in release mode for a while
>everything works fine
>decide to switch to debug
>suddenly get memory corruptions in places that work fine in release
Well that's a new one, normally it's the other way around.
d6282d No.16464496
>>16464266
Also look into these:
file_exists( var)
get_tree().root
get_node( var)
load( var)
preload( var)
instance()
new()
add_child( var)
remove_child( var)
get_tree.get_nodes_in_group( var)
front()
back()
pop_front()
pop_back()
"if node is Spatial:"
> node is a variable referring to a node instance
connect()
set_process( bool)
set_process_input( bool)
set_physics_process( bool)
func _ready()
func _process( delta)
func _physics_process( delta)
yield( get_tree(), "idle_frame")
queue_free()
free()
and note that reload_current_scene() has a memory leak in version 3.0.6.
d6282d No.16464546
>>16464266
>>16464496
Forgot a couple:
weakref( var)
get_ref()
typeof( var)
d6282d No.16464595
>>16464546
func _input( event)
I'm gay olol
a0b6b8 No.16464659
99dd2f No.16464718
>>16463279
> I don't have any good IRC clients so
hexchat?
a89c49 No.16464730
>>16464718
>>16463279
What's wrong with MIRC?
a89c49 No.16464731
>>16464730
And I'm talking about the old version, like 6.3 or whatever
99dd2f No.16464810
>>16464730
hexchat is open sores and does most stuff that mirc does, unless you really need mirc for some special script hexchat should be more than enough (without nagging screens)
5d53b7 No.16464848
>>16464837
Not at the moment. Drop me an email at stolyarsky@protonmail.com and I'll contact you when I do.
21757e No.16464858
we ladder bois
still need to make a proper spline for the traversal and get the AI to enter from the correct direction, but it totally works
a89c49 No.16464887
>>16464858
MORE ADVANCED THAN HALO
O
R
E
>That pop-in
What is this, 2003? Fix that shit, yo
21757e No.16464890
>>16464887
the pop-in is intended
unless i add fog and make the levels bigger
3135a0 No.16464948
>>16464890
>the pop-in is intended
cf3ffb No.16464966
>>16463562
>>16464848
I'd be willing to take a stab at it too, gonna shoot you an email.
21757e No.16465003
>>16464989
you didn't need to post this
0a6323 No.16465012
>Former prominent Alt-right figures like Milos Yiannopoulos and Richard Spencer
Reminder /pol/ hated Rich and Milo, if anything Antifa did them a favor.
a2911a No.16465017
>>16464998
I second this. Go get your (((you)))s somewhere else.
0d000c No.16465023
>>16464989
Didn't we already troll a similar jam last year? Or was it shortly after Trump got elected? Either way, response was mediocre and not worth the amount of effort put in, if you ask me.
a89c49 No.16465029
Antifa is a recognized terrorist group.
5d53b7 No.16465031
>>16464947
Awesome. I'll get back to you when I have some lines written. Which could be a while, fair warning.
>>16464966
Well this is a pleasant surprise. I look forward to it.
a1d203 No.16465054
>>16464989
>The continuing struggle against fascists extends into the games industry and the surrounding culture. In 2018, Game Workers Unite was founded, pushing for unionization and workplace organizing, with significant successes.
wew
8928a9 No.16465057
bad2c4 No.16465063
>>16464989
join and make a fascist game?
Also, I wish half of what they say in the first paragraph was true
d6282d No.16465064
cf3ffb No.16465155
>>16464973
Likewise!
>>16465031
Good stuff dood, looking forward to it.
f840f4 No.16465209
Platforming is a go. Air movement is still not optimal but I am getting closer to what I imagine.
a89c49 No.16465238
I performed each transform operation 250,000 times against a 256x256 array of int32 values. The results:OP [transpose]: 23324 ticks
OP [rotate cw]: 37148 ticks
OP [rotate ccw]: 42877 ticks
OP [flip h]: 13995 ticks
OP [flip v]: 20330 ticks
OP [shift y]: 20058 ticks
OP [shift x]: 32941 ticks
OP [slice]: 16235 ticks
Given the speeds, I would take 20,000 ticks to be "acceptable" in this case. Flip V and Shift Y pass, Shift X needs a buffer size optimization to make it competitive, and Transposition is not optimally set up, and Rotation commands are a joint Transpose+Flip, so it ends up writing values twice, which is again not optimal. It works well enough for now, and I've identified a spot to improve it later.
98a523 No.16466096
Is there a free blog site that hasn't fallen to web 2.0 cancer? I just want to post updates on the meat of the page and have the right side be links to downloads and stuff. Tumblr basically has the format I want but fuck tumblr.
9e05c1 No.16466123
>>16466096
Yeah, it's called 8chan.
5d53b7 No.16466216
>>16465155
I haven't gotten an email from you yet. Is everything good on your end?
>>16466096
Wordpress if you can program PHP.
677d1b No.16466243
806f18 No.16466254
>>16466123
Where's the lie, though? Just make a thread for your game on /agdg/ and it's a real damn good archive of your progress
a89c49 No.16466416
Trying to figure out a good way to create and expand nodes now. I counted the number of transitions between major areas in the original game. There are 6 areas (eg Crateria or Brinstar) and 10 transitions, so I reasoned that having 2*(N-1) connections would scale appropriately to other sizes. For each new area that gets created, its node attaches to an existing area node at random. Then, after a tree is created, I roll a pair of dice and place a connection between those areas (red). It's possible but unlikely (1/6th chance) that a connection will loop on itself and therefore be ignored.
Now here's where I run into a bit of trouble. I can repeat the same strategy for zones (eg Pink Brinstar, Kraid's Lair, both in Brinstar area), but it forces ALL zone nodes of an area to connect. In the actual game, the elevator to Norfair is isolated from Brinstar, and the Crateria path connecting Wrecked Ship to Maridia is also isolated. I'm not sure of a good way to simulate that without excessive backtracking/area transitioning and still guaranteeing that everything is connected. (The green lines are transitions between areas, so there's Zone 1 in Area 2 that will connect to Area 3, 4, and 5).
After I've generated the zones, I'd make subzones (these would be things like Etecoon loop, or Spore Spawn's segment, or the Mockball Reserve tank), and then transform the subzones into individual room bounds, and then do screen/tile detail, so I'm still quite far from having a working prototype. I can generate the equipment at any time, I think. For each node, I'd just track what it contains, and as I expand each node and created subnodes and children, I can salt the appropriate upgrades in each.
5d53b7 No.16468334
YouTube embed. Click thumbnail to play.
>>16468052
You need to use a better recoil animation for that gun.
dae245 No.16468367
>>16468334
It's a test animation. I'm not bothering with animation until I have everything else working.
Though I'm a /k/fag so it's not like this is low on the priority list.
1bf51d No.16468505
>>16468367
I thought 8/k/ hated Ian
72a941 No.16468532
>>16468505
Ian is a bit of a faggot on his own but only in an enlightened centrist boomer way. However when you add Karl into the situation he becomes unbearable.
Karl is some sort of Antifa LARPer literal satanist kike and Ian will always cuck out to him for some bizarre reason. Ian being a pussy is his biggest problem IMO.
323f32 No.16468544
>>16468532
>trying to shift blame so your favourite eceleb isnt as bad as it seems
Reminder that Ian is part of a commie gun club thats pretty much antifa tier.
72a941 No.16468558
>>16468544
I've never seen proof that that particular comment was real. Your reading comprehension is also poor. Ian remains a faggot either way but he's at least bearable without Karl.
5d53b7 No.16468575
>>16468558
>>16468544
Please let's not get into this argument in the agdg thread.
6e7489 No.16468650
>>16464404
It's pretty common if you're relying on UB. Are you compiling with -Wall -Wextra? It won't necessarily fix your problem, but it can help identify it.
5d53b7 No.16468737
>>16468712
Adorable as always.
546a5d No.16468803
>>16468712
the blush as a flat texture instead of bubbles would probably look better imo, or at least make the bubbles opaque
right now they look like warts / zits
79f8e2 No.16468807
>>16468803
He should an easter egg where you can pluck them off and they turn into m&m's.
546a5d No.16468810
>>16468807
stop thats gross
1203ef No.16468814
>>16468803
Bubbles? Also i think its just poor texture color correction. Ive forgotten about the cheek card.
>>16468729
Its too dark right now yeah but i was juat twsting in a separate room for that gif.
546a5d No.16468827
>>16468814
might be, the way theyre portruding off the cheek though in side profiles is just what looks funky, in anime i beieve its just a flat texture / alpha card or something, not a round shape. something about it looks off so i'd look into changing up the color / opacity on it, or switching it to a flat texture
while it's looking super nice too far, i think art wise overall the backgrounds vs the character are jarring and two different styles, is the room right now just a placeholder?
1203ef No.16468878
>>16468827
They are cards. I just havent updates the color of them yet since i edited her new skin textures. Also the house hasnt been properly lit yet so its dark in that area. The 2 art styles is just realism with anime. I like how it looks. I dont like everything as an anime toon style.
b50c04 No.16468955
Made a functioning crouch mechanic that changes the character's height and hitbox.
At first I didn't like the air movement since although it feels very responsive it doesn't keep the momentum but then I realized that Blood has the same thing going on and I wanted to take some inspiration from it anyway.
Next thing will probably be to make the camera transition smooth instead of snapping it and tweaking the camera position in general.
2a45f5 No.16470495
>>16470486
What am I looking at?
e2fca5 No.16470552
>>16470495
3d asteroids with gravity wells
cf3ffb No.16470697
>>16466216
Yep, I just ended up sending the email a while after I posted in the thread, though you've already replied so everything should be cool now.
2a45f5 No.16470741
>>16470552
Alright, looks good anon.
I just got doors with keys working. The final room is always locked and then a random number of other rooms are locked after that. Rebuilding walls across corridors turned out to be the tricky part, but it seems to work fine now, just needs some tweaking of what tiles are placed. Currently we are rewriting the entire game since there's a lot of hacky stuff from the gamejam. Takes a long time but will probably be worth it in the end.
21757e No.16472056
the ladder more or less works how i want it to
one thing i'm not entire sure about is that you climb it up/down by holding W/D
but if you enter from the top side while facing it, you're going that way by holding W
so you end up near the top of the ladder and since you're still holding W you suddenly end up exiting the ladder from where you just came
solution so far is to start the climbing progress from a slight offset, but it still feels weird
7fa791 No.16472165
>>16458501
>>16457226
>>16458309
Fuck man… This would be amazing.
>exploring the vast isle of Mata Nui as the Toa of your preference
>having the mask powers and element powers
21757e No.16472205
>>16472165
<exploring the vast isle of Mata Nui as the Toa of your preference
i think you mean exploring a couple of water lillies and then entering an empty void because i ran out of stolen borrowed assets/interest
7fa791 No.16472334
>>16472205
Fair enough. That said, many of the basics would be easy to get. I mean, you'd just need the main 6 biomes. Surely there are games you could cannibalize as a stepping stone.
8792a4 No.16472507
>>16461378
>We now have Tencent shills
Fuck
e97526 No.16472525
Hey gaymeboys
Just a heads up, someone told me over Discord that Adobe is threatening legal action to users with old versions of their software even if you paid for a non subscription copy. Supposedly ot has to do with partner software licensing expiring
No source but just a heads up
5c195f No.16472680
>>16472525
We need a FOSS adobe suite.
b50c04 No.16472688
>>16472525
If that is true then they really seem to want people to pirate their software.
fe5670 No.16472691
>>16472680
Pic related has floated around for a while.
a62875 No.16472693
>>16472205
>I ran out of […]interest
m8, this is exactly how games become abandonware. 90% of game development is pushing past the
>Wow this is so fun!
stage, past the
>Fuck this is so boring
stage, and straight through the
>GODDAMMIT WHY WON'T THIS FUCKING PIECE OF SHIT NOT COMPILE IT'S BEEN 10 FUCKING HOURS
stage.
4dae95 No.16472733
>>16472680
We need a FOSS substance suite as well, seeing as that's now owned by Adobe.
5c195f No.16472768
>>16472691
>Single purchase is now a precious find
This world, man.
>>16472733
That one's going to be hard. Perhaps Blender could have a painter-like system.
2cccc6 No.16472813
fe5670 No.16472826
>>16472813
Is Bionicle back yet?
fb57a3 No.16472827
>>16472813
As far as I know,yes.Though I am not aware of the details.
b965fc No.16472829
YouTube embed. Click thumbnail to play.
>>16472813
You are asking the worng questions, boy!
5c195f No.16472908
>>16472798
>>16472813
>>16472827
>>16472829
What's so special about Bionicle anyway?
5c195f No.16472914
>>16472913
That doesn't explain much, anon.
0d8e82 No.16472970
>>16472908
Pretty cool lore, the toys also used to be really cool, but the later toys removed the complexity and mechanical components in them, there were a ton of books, although it was written for a somewhat low reading level it was very interesting, especially if you are 8 or 10 or something, I don't really think that a better series of science fiction books existed that were written for that reading level.
f63089 No.16472974
>>16472908
Bionicles where the shit my nigga, loved that shit when I was a kid.
Shame they discontinued it, but it was for the best.
ff40c9 No.16472993
>>16472908
Bionicle is developed enough to be something beyond a Lego franchise.
e97526 No.16472997
>>16472970
Galidor and Animorphs come to mind
6fa717 No.16473008
YouTube embed. Click thumbnail to play.
>>16472733
>>16472768
You can kind of jerry-rig a poor man's Substance with Blender 2.8 using the Eevee renderer.
6fa717 No.16473101
>>16473066
Damn, never seen stop motion boob jiggle before.
e97526 No.16473202
>>16473008
>Eevee renderer
Please don'ttell me that it was mamed after the Eevee of PurpleKecleon / Glip fame
5d53b7 No.16473230
e97526 No.16473238
>>16473230
Thank fucking god. I dont like furries, especially shitty ones, doing anything of prominence
fe5670 No.16473250
>>16473234
I have a friend who works at Tim Hortons and he confirmed that Sunibee names every single butthole in his drawings after one of their donuts.
e97526 No.16473281
>>16473250
Sunibee is a meme
Syuro was my new favorite artist butthen he went Patreon mode
fe5670 No.16473289
>>16473281
>butthen
Is this some weird oviposition shit?
e97526 No.16473298
>>16473289
No its a typo from painkillers, sleep deprivation and phoneposting
fe5670 No.16473315
>>16473298
My first thought was some sort of horrifying ass goblin that would squat down and suck up seeds into its asshole like a fat-cheeked vacuum hen.
fe5670 No.16473347
>think that last remark was disgusting
>look up whoever the fuck syuro is while researching the Tim Hortons doughnut flavors (can't remember them all)
>one of the first results is fucking anal prolapse gay pokeporn
That's enough asshole for one day. Thanks faggot.
fe5670 No.16473399
>>16473368
Lists with 17 donuts at most and some very colourful anuses.
0d8e82 No.16473609
>>16472997
Animorphs was cool, I guess it's more, at that reading level and that time period, since that book series ended in 2001, the same year that Bionicle began. I remember the only way I could find Animorphs books was by finding old ones at school. Meanwhile new Bionicle books kept coming out, it was definitely easier to find and had more of a spotlight. In the end I read a lot more Bionicle because of that. But I quit reading once I was too far beyond that reading level, it just wasn't reasonable to buy a new book if you can just finish it in a day.
b4934b No.16474410
No real progress yet, reworking how I load and instance nodes because it could be a part of my memory leak issue. After that I have some bug fixes for player input planned and a bunch of stuff I don't remember but have written down. Have another sprite sketch.
ef4fa2 No.16475076
>>16475023
Looks like a dog xenomorph.
546a5d No.16475216
why am i so retarded at trying to understand uv workflow?
So i make my hi poly & low poly fbx, import them to substance to paint on them, but each piece turns into its own texture set, which I need it all on one UV map.
Do i need to just merge all my subtools in zbrush, then do hi/low poly, then move to substance?
Is there any way to work with multiple texture sets and then merge it all onto one UV?
god i suck at this
c1f556 No.16475471
YouTube embed. Click thumbnail to play.
>>16475216
0/Optional. Polypaint all of your subtools
1. Export all subtools (I use the .fbx option, but there's also the .obj 3d option)
2. Retopo each subtool in a different 3d modeling program.
2a. Do your important edgeloops first with quads and uv mapping in mind.
2b. Do it in the lowest subdivision possible while giving detail to areas like the head
2c. Apply a smoothing modifier to your model and label it as low poly.
3. Create UVs and merge them together
4. Export UV'd low poly model as an fbx or obj
6. Import back into Zbrush
7. Subdivide low poly to be equal or above the polycount of sculpt
8. Project details and export it as a high poly
9. Go into Substance and bake hi poly textures onto your low poly
10. Add finishing touches in Substance.
c1f556 No.16475479
>>16475471
I forgot, but match the size and position of your low poly with the sculpt
546a5d No.16475511
>>16475471
So what I do is I've made both my low and hi poly in zbrush, both zremeshed and polygrouped everything into its own polygroups (arms, head, eyebrows, clothes, etc), then I've been using uv master on both low & hi poly versions to get uv maps on unwrap all. If I move that to substance painter as a .fbx it keeps each polygroup as it's own UV map, so should I move it to maya as .fbx's, project it there onto low poly, and then move that into substance?
this is probably the hardest part of the workflow to understand for me, still learning this technical stuff. My workflow is zbrush (sculpt & retopo) > maya (transfer maps & material blocking as I want my facial features similar to animal crossings sprite form) > substance painter to paint
on one hand, I like everything being different texture sets for easy painting fill but it ruins my UVs so I'm assuming that I shouldn't be doing it this way, as you'd need like, 7 nodes for the entire map.
I'm still really new to this ;_;
40bb29 No.16475596
>>16473234
It's true believe it or not. I think the guy who uses the renderer named it EEVEE because he had an Eevee statuette on his desk or something. I saw it in the original video showing off their alpha version of EEVEE.
40bb29 No.16475603
>>16475596
> uses
made* what the fuck brain
ef4fa2 No.16475629
After some reading I'm starting to think I've been going about handling my rendering resources entirely the wrong way. I'm anticipating having lots of objects being added and removed every frame, so the way I currently accomplish this is by using an indirect draw command and changing the instance count every frame, and copying the instance data every frame as well. I have a single effective "instance data" buffer and "indirect data" buffer (actually one buffer with memory offsets).
Firstly, apparently people favour using host-visible memory for frequently updated data rather than using a staging copy -> device local buffer, even though this isn't entirely portable. Currently I'm using staging -> device local for everything.
Secondly, apparently the canonical way to actually do this (adding/deleting objects every frame) is to have a uniform/storage buffer per frame in flight rather than using instancing, and use the instance index to get the index into the uniform/storage buffer. In effect, I've been using the instance data buffer the way most people have been using uniform/storage buffers.
Anyone have opinions/experiences with this?
ef4fa2 No.16475654
>>16475629
Also, if using a device local buffer, should I use a separate command buffer for copying data every frame or should that be baked into the draw command?
ef4fa2 No.16475840
1bfb93 No.16475965
>>16475869
Nyet, is slav soldiers
45cfb4 No.16476056
>>16475511
I heard that it's not really recommended to use zremeshing because it gives a higher poly count in comparison to manual retopo and it doesn't give animation/game friendly topology whenever you rig/weight paint. It could work for you though.
I don't know how to merge UVs into Maya as I'm inexperienced myself, but it's possible to do in blebser.
df04f4 No.16476062
>>16475965
Wait nigger, you're making a sequel?
72a941 No.16476110
>>16476062
Yeah, did you play the first one?
d44017 No.16476117
72a941 No.16476295
>>16476232
"My babushka waits at home. Certainly this will all blow over soon!"
86b854 No.16476380
Shmup anon here,
Most weapon behavior done, models and effect still missing but eh that'll wait.
Currently getting back on the management part and having a clear models so I can make level switching work, and then add some small transition/loading screen in-between.
811e16 No.16476570
Any other Godot users having trouble with ragdolls? I've been following along with this article but whenever I test the game my character doesn't appear
https://godotengine.org/article/godot-ragdoll-system
a89c49 No.16476621
Alright finally have some time to work on my stuff again.
Graph theory. If I have a Node (in the most general sense) where would I store the connection data between nodes? Should I give every Node a List<Connection>, some kind of monolithic storage object, or what?
0d8e82 No.16476624
>>16475629
So what are you drawing? I can understand the indirect draw here, but what do you mean by instance data, is that your vertex buffer? your matrices?
I'm using host visible memory. What kinds of portability am I losing with that approach?
Maybe I have a hard time reading this, I mean I have an idea of what your resource layout is like but what are you actually doing?
cc4b43 No.16476663
YouTube embed. Click thumbnail to play.
>>16475511
This might help
5d53b7 No.16476706
>>16476621
If you're storing a balanced binary tree then you can store it efficiently in an array.
https://en.wikipedia.org/wiki/Binary_tree#Arrays
There's also the two options talked about here for a more general graph.
https://stackoverflow.com/questions/20197463/the-best-way-to-store-graph-into-the-memory
a89c49 No.16476720
>>16476706
I'm kinda doing something with different node hierarchies, as well. Basically I'd start with the green node, and see that it connects to another green node, and then when I "expand" them, they'd turn into groups of black nodes that are still properly connected, and so on.
546a5d No.16476723
>>16476663
this looks more for what i'm looking for, thanks, gonna watch it tomorrow to see if it clicks in my heard better. a friend helped me with my issues earlier so now all i have to do is texture it. going to have to practice this a lot so i can do it myself and get into actually getting good at it so because it's probably the only gamedev thing i'll ever have a chance in.
06073e No.16477129
>>16476923
Right, sorry. I think it's good shit. Not sure what our leader thinks. He seemed busy and I think he's asleep right now.
1eed94 No.16477726
Files load, instance, and can be unreferenced using an array. Memory leak still. WELP!
>>16475023
I'm still not sure, been kinda forming a character design over the past few months and this is kind of what I'm going for. Crescent ears pointed back, I want the muzzle a bit longer, exagerated eyebrows, bendy legs, bendy back, back hair, the tail is a new edition. This is close to what I want my characters to be based off in my game.
826092 No.16477931
>>16476723
Anytime! Be sure to make low poly base meshes for your hands or feet. It might seem like asset flipping, but those take the longest to model and retopo.
826092 No.16478017
25035c No.16478226
>>16477726
You can get memory leaks in Godot? It's great that you're optimizing your game though.
72a941 No.16478500
New SFX and added a two barrel shot before work
>>16477363
Yeah I do most of the work.
>>16476923
It's good but a bit flat. If you have steam or riot or whatever I'd be glad to send you an invite.
bd8d55 No.16478655
>>16476570
I tried it on a model in my game, it needs lot of adjusting to look good but it works. There's a recent pull request that looks to greatly improve the physical skeleton, so maybe it's best to wait.
https://github.com/godotengine/godot/pull/28909
ef4fa2 No.16479705
>>16476624
Right now I'm drawing 2D. I don't have a vertex buffer; the vertex array is currently hardcoded into the shader (it's literally just one square with six vertices for now).
The instance data consists of data that is per-instance, meaning a position transform, color, and a texture index that I'm not using yet. I suppose that would qualify as "matrices". The position transform is just added to each vertex of each instance.
>What kinds of portability am I losing with that approach?
I should be clearer; using a staging buffer is more portable only if you care about storing your data on device local memory, because devices are not required to have a memory type that is both device local and host visible. So the only really portable way to store something on device local memory is using a staging buffer. If you are okay with only pushing your data to non-device-local memory it's not an issue.
>What are you actually doing?
My resource layout as of writing that post was as follows:
>2 memory allocations, each containing one buffer (because of the different memory types needed)
>1 staging buffer, host-visible and host-coherent
>1 device-local "data" buffer with memory offsets for the various resources (indirect draw command, instance data)
>Render commands reference/bind the buffer with the appropriate offsets to access the resources
This didn't include any uniforms or descriptor sets.
I think I can distill this into three questions:
>Is it faster to use host-visible memory for streaming updates, device-local or non-device-local?
>For a buffer containing constantly-changing data such as position transforms, should there be a buffer for each frame in flight/swapchain image, or is it sufficient to just use one buffer + the appropriate memory barriers?
>If using a device local buffer, should I use a separate command buffer for copying staged data every frame or should this be baked into the draw command?
0d8e82 No.16480709
>>16479705
>devices are not required to have a memory type that is both device local and host visible.
Oh, okay, that makes sense. I didn't know about this.
What you're doing reminds me of how I am drawing the text in my engine. It makes sense…
>Is it faster to use host-visible memory for streaming updates, device-local or non-device-local?
At some point it has to be copied over to the device. I would try doing a host visible buffer. I'm not really sure what the fastest way is. For my text drawing I just use a host visible vertex buffer that has two int32's in it, the first one is used for relative positioning (to the other text) and the second is used for the actual char and I plan on using the extra 24 bits for color, I do have a matrix as well, in a uniform buffer. It's maybe a little wasteful.
>For a buffer containing constantly-changing data such as position transforms, should there be a buffer for each frame in flight/swapchain image, or is it sufficient to just use one buffer + the appropriate memory barriers?
If you use one buffer that should be sufficient. There might be optimizations you can do with multiple frames in flight but I don't do them. The memory barriers are sufficient for you to not have any bugs with it.
>If using a device local buffer, should I use a separate command buffer for copying staged data every frame or should this be baked into the draw command?
I would bake it into the draw command, I mean, you can use a separate command buffer but as the operations are dependent on each other I don't really see the point in doing so. It's just a vkCmdCopyBuffer and then a vkCmdDrawIndirect right? If you had multiple draw calls going on then I would separate the things you have to do for those calls into command buffers.
If you are only planning on doing affine transformations on this square, just use a 2x2 matrix, you can get away with that, whenever you get around to it. You can store the texture index in the firstInstance parameter of your VkDrawIndirectCommand and access this in the shader as gl_InstanceIndex. (you have to pass it any way, so it is memory you allocate no matter what- just treat it like a free int32)
cdcf16 No.16481201
Working on reimplementation of Curse of the Azure Bonds on Godot. I've menaged to reimplement working with data. Spent few hours trying to understand simple compression algorithm. But in the end of the day it was ported to Godot.
Hadn't even touched the engine. That shit is complex. I'm afraid I'd give up at some point. On the other hand I've started it to learn how ancient ones used to write engines.
36ef3b No.16481530
>>16458565
what colorscheme is that ? sorry for retarded question
72a941 No.16481636
>>16478573
Hahahah go fuck yourself, furfag. You don't belong on any project.
To be serious for a moment you need to seek help. Porn and masturbation should never be on this much of a pedestal in ones life.
76c279 No.16481642
>not writing your game from scratch in Ada
>>16481201
Good luck with that, anon.
5196fc No.16481689
>>16481642
I programmed in Ada once, it was awful.
095437 No.16481766
>>16481642
Now this is meme'ing
0d8e82 No.16481826
>>16481636
>>16478573
>hentai
>lewdgamer
>pokephilia
>yiffsquad
>furious masturbaters
>traps united
a74367 No.16481855
>>16464404
Optimzations can sometimes hide bugs. Here is a minimal example of a case I found where the compiler uses escape analysis to prove that no references to the allocated int can escape the containing scope, and so treats it as if it were an automatic. This hides what would otherwise be a memory leak.
https://godbolt.org/z/mXQqBN
31dce1 No.16481962
>>16481689
It's meant for reading and maintaining, not easy writing. It also makes some things (especially related to pointers/access types) more explicit and rigorous where other languages (especially C) allow you to implicitly shit all over the place, which then gets blamed on Ada. Always reminds me a bit of people complaining about how static type systems are "so unwieldy" because they can't do stupid things like 60 + " niggers". "Why do I have to explicitly do that, It's Obvious™", etc.
That said I'm not sure I'd write a game in Ada. Are there some library options that aren't FFI?
3aa661 No.16482090
>>16456842
>8 months without participating in any kind of serious game development
>2 months in NEETdom for the first time
>probably will resume uni next month with no right for any kind slacking that means no free time
>probably will finish the uni and go directly into wageslavery
>tfw my life is literally over
I'd like to think that I would make the most out of these last NEET days, but I probably won't.
5196fc No.16482265
>>16481962
>Are there some library options that aren't FFI?
When I said "once", I meant that literally.
3c95ef No.16482646
>>16482485
I have my doubts that someone like you can can change from that. You still talk like a faggot and never bothered to clean it up despite posting it here. Once a fag always a fag.
3c95ef No.16482664
>>16482652
>if you only knew me in person
Yeah, you are clearly a faggot. Get back to reddit where you belong you degenerate whoreson.
3c95ef No.16482676
>>16482669
The warning signs are there and you still talk like a redditor. The profile really talks for itself no matter how much you try to downplay it.
bad2c4 No.16482758
Man how fucking boring is making UI, I wanna die even more than before, at least now it's XML, which actually gets me wondering if I am doing shit right all the time
14c4a9 No.16482766
>>16477726
Issue resolved by moving to 3.1.1. Apparently materials (shader?) have a bug in 3.0.X:
https://github.com/godotengine/godot/issues/19300
3.1.1. and apparently all versions of 3.x have light cull masking broken, even though it works for me in 3.0.6. and 3.1.1. GLES3 ONLY renderer:
https://github.com/godotengine/godot/issues/19438
Working on this tomorrow, I have to sleep and work tonight. Off tomorrow.
>>16478226
Nah, apparently I'm fake news. Read the above. And thanks, though it looks like me wanting this game to run on toasters might be a pipe dream, shit runs at 100,000k memory even on lowest settings with only a camera, 4 nodes (Node>Spatial>MeshInstance, Camera) while Unreal Gold ran at about 90,000k
76c279 No.16482808
>>16482766
More importantly, does it use much more memory when you start loading other nodes and assets?
14c4a9 No.16482812
>>16482797
I know people still make plug-ins for UT99, especially for multiplayer servers. Unreal Gold mods are all but dead at this point. Not sure if anyone does anything for UEngine 2 but I'd bet games still get made for 3.
76c279 No.16482821
>>16482819
Killing Floor was Unreal 2.5
76c279 No.16482824
14c4a9 No.16482827
>>16482808
I'll have to get back to you on that. Godot 3.0.6. climbed in memory usage only on reset but otherwise would use as much memory as I'd expect. Resetting my scene and free()'ing everything would drop me to sub 80,000k before that weird memory climb. 3.1.1. untested.
76c279 No.16482852
>>16482827
You might want to fuck around with the GLES2 renderer too. I know it uses less VRAM and wouldn't be surprised if it used a bit less RAM too.
14c4a9 No.16482868
YouTube embed. Click thumbnail to play.
>>16482852
If I do that, then I lose this lighting juice. Every mesh in this video is using lighting cull mask/visual layers.
14c4a9 No.16482893
>>16482886
You mean the gameplay? If so, yeah lol, this was a v0.0.1 demo so I just made a bunch of intentionally difficult trash to see what worked and what doesn't. Less a gameplay test and more systems test.
d6601a No.16482928
>>16482893
>justifying sucking at your own game…
0e05ee No.16482935
>>16482868
Godot 3.0+ and GLES3 doesn't even work on most toasters to begin with.
62562b No.16482941
>>16482766
Speaking of 3.1.1, I tried Godot a while back on 3.0 but it stuttered for some reason in both 2D and 3D projects with barely anything going on so I stopped using it. I just downloaded this a little while ago and it seems fine so I might consider it again.
Any reason to use Godot over GMS2 for 2D, though? I can see maybe if you're just starting out with gamedev, but I've used GM for 2 years and know how it works already. I do like that Godot doesn't require a license or have to phone home every once in a while to let you keep using it.
14c4a9 No.16482957
>>16482941
Not sure as I hardly work in 2D, just UIs. Give the official Godot Discord a try.
>inb4 waah discord, it is probably one of many options but most frequently used that I am aware of.
>>16482935
I'll post specs tomorrow, I'd consider my craptop to be a toaster. Definitely not anything with 1gb of ram but it is just a fancier toaster. The memory usage is absurd, why an additional 50,000k+ memory for 3D?
>>16482928
Post game. Enjoy the (you).
3135a0 No.16482964
>>16482868
The camera transition around the corner is incredibly cool but also extremely jarring. It needs some kind of panning or whatever to make it smoother.
I'm still working on map generation. Tile placement was more of a bitch than I could ever imagine since my artist demanded that walls be "doubled" if inside rooms. Does not play well with pathing, weird corners etc.
a89c49 No.16482972
>>16482964
I'm still mucking around with the nodes and stuff on mine. I'm not sure how to denote connections between groups of rooms or have it abstracted and generate it later
3135a0 No.16482989
>>16482972
Do you mean you want to divide the generated map into regions or just how to store connections between each node? I looked for a good formula for dividing a graph into regions but didn't find any.
14c4a9 No.16483011
YouTube embed. Click thumbnail to play.
>>16482964
Don't worry, one of many fixes planned. Also is this the Metroid project?
77052d No.16483012
Reccomended reading for making a turn based pen and paper rpg system? I want to be able to prototype it on paper before I make anything on the computer.
14c4a9 No.16483066
>>16483011
aaa it isn't I'm tired and getting stupid ignore that question
f7eefd No.16483083
Are there any anons in here with Blender talent who would be able to help out with a site project I'm working on?
3135a0 No.16483086
>>16483073
Not yet but we will probably be doing it at some point.
a89c49 No.16483094
>>16482989
If you look at the SM map, it's divided into several different areas. But even within an area, you can divide it into subregions and see where the critical paths are.
What I thought to do was to generate say 6 areas, represented by a node, and for each area, make 2-5 subregions in it. Then I'd run some logic that connects the nodes internally (node-to-node in the same area) and externally (link nodes of two different areas). Then I'd generate a canonical item order and assign them to different subregion groups. When I expand a subregion node, it'd be broken into 2 or 3 major rooms, given links between those rooms, and then each upgrade would either be placed in the room's contents or given permission to generate a little side passage with the upgrade at the end. (I can salt the map with other stuff using the same technique, like map rooms, boss rooms, save points, etc)
Putting it into words is fine, but when it comes to generating actual points with finite values, I get lost. I've done something similar in the past but it's just not clicking for me right now. One difficult I've had is trying to randomly generate values, yet have it follow a scheme, like setting the average size of rooms. If it's random it doesn't follow that, but if you give it a plan, then it's not entire random
83b52d No.16483183
>>16482678
There are consequences to being a faggot. Like aids, being hated, not having children, and going to hell.
This is just one of those consequences, fudgepacker.
a89c49 No.16483194
425 posts until the post limit and there's already people nearing 40+ posts
83b52d No.16483198
>>16483189
>imagine thinking personal statements and admissions are indicative of truth
In your rushed defense you've uttered some seriously retarded drivel. This is Nick Bate's coprophelia-defense tier.
3c95ef No.16483226
>>16483205
(39) and still going
83b52d No.16483233
>>16483205
Your pilpul isn't working you God damn kike. Comparing obvious lies with things said in peacetime not under duress is stupid. Further you act exactly like who you publicly present yourself as being.
Your services are not needed, you are a dumb fucking redditor, and any project you latch onto will be worse off for having featured the voice of such a cancerous fucking bottom feeder who can't even wipe his own ass of pozzcum before proclaiming "I am one of you!".
3c95ef No.16483251
>>16483238
Where is your progress? You have 41 posts and not a single one is actually on topic aside from that attempt at voicework and yet you respond in a reddit manner on every single other thing. This isn't a fucking Discord server.
And before you ask, I already posted some progress here, my ISP just changes the IP every day.
83b52d No.16483258
>>16483238
>he can't even read arguments right anymore
Seething.
You implied basing our opinion of you off of things you publicly posted and admitted was the same as believing trannies threatening suicide on social media.
>where did I say I was gay
>was in trap groups and furry groups
Oh I'm laughing.
a2911a No.16483285
>>16483226
>>16483230
Stop being faggots. Stop arguing and go make more furry choose your own adventure games, the ones that are out there are shit.
7dd81c No.16483321
>>16483238
>>16483290
I know a lot of VAs who have your type of background. One is a furry who voiced Kass from Breath of the Wild and the Spyro reboot.
Rather than arguing, just offer on 4/agdg/ or other gaming communities instead. There are always greener pastures out there, especially with those who share your background, so don't demand the approval of those who judge you from your interests instead of your overall ability. This is a good time to break off now if you're getting shit for it.
215280 No.16483326
>>16483321
I really don't know how to show that i'm not like that, and i've tried to show my ability here and had interest but got shut down because of said "interests"
a2911a No.16483379
>>16483290
You'd be surprised.
https://www.patreon.com/user?u=121401
Don't stare at that number too long, it hurts for me too. People are really itching for good furry text based adventure games, apparently.
bad2c4 No.16483382
>>16483379
Man… I knew fury money was dirty but plentiful…
But that's just too much
7dd81c No.16483406
>>16483326
Those interests shouldn't matter as your ability should be judged. People don't give a shit about those interests just as long as you're good enough. You'd be pretty surprised at how eccentric those types are.
Just keep in mind that there's plenty of other places that can give you input if you don't receive any here. Just drop a throwaway email as opposed to a Steam profile.
76c279 No.16483448
>>16482941
>(44)
If any retard has crawled out of the woodworks here, it's you. Stop your whining and just accept that broadcasting all the gay shit you like on your social media profiles is going to turn people off, especially on an anonymous imageboard.
a89c49 No.16483457
I've been programming in C# for over 7 years and I just learned how to call functions in external dlls
bfaa03 No.16483515
A question to anyone who has actually finished making a game, is it possible enjoy playing it like an end user would and really get into it?
0d8e82 No.16483517
>>16483412
It's nothing more than having basic standards for who you want to work with. If you present yourself in this way, you shouldn't be surprised at all that people don't want to work with you.
88c6b7 No.16483556
>>16483515
I made a shitty clicker game long time ago and I've played through it a couple times times for fun, not sure if that counts. I also occasionally play around with other things I've made. It's a bit different than playing it as an 'end user' though, you enjoy it more in the sense of feeling accomplished and being "proud" of it.
76c279 No.16483572
>>16483520
A book's cover is often chosen by the publisher, while your Steam profile was filled out by you and thus says a lot about you even if it's ironic. You've made an ass of yourself both on your profile and in here so I don't blame him for not wanting to 1-on-1 with you either.
>>16483448
Meant for >>16483412
bfaa03 No.16483657
>>16483556
I should have specified games that have a story / world / characters you can get invested in.
76c279 No.16483668
>>16483661
That's not the kind of faggot he's talking about.
76c279 No.16483701
>>16483672
Nigger this is an /agdg/ thread. Take your chatfag version of "fight me one on one bro" internet tough guy cancer elsewhere and maybe we can get back to talking about fucking gamedev.
31dce1 No.16483706
0d8e82 No.16483711
>>16483520
>>16483672
Maybe, you can fit in on a superficial level, and feel like that makes you the same, but you've managed to demonstrate that you don't really know why you're getting rejected. We can all tell that you aren't superficially acting like the kinds of repulsive people that populate those steam groups. That's not what the problem is. It's clear that you don't understand or share the values that you are being judged by.
Inevitably that kind of difference is going to lead to problems later when the fag enabler in the group who manages to "fit in" comes to an irreconcilable difference with the rest of the group and leaves. And that isn't something that anyone wants to deal with. This is the deeper problem with your profile and your posts here, it's just that nobody is bothering to explain it to you.
83b52d No.16483746
>>16483637
>>16483661
The lines were flat and the recording quality was just at the barely acceptable range. I wanted to see if maybe I could get some more tone/range out of you.
You could be decent with a bit of work but honestly I think you're the sort to refuse others advice and judgement bitterly.
We are reading more pages of this book and each page is an unholy mix of twilight fan fiction and LGBT propaganda. Your services are not needed and we have far more than enough to call you a retarded ass pirate faggot in good faith.
76c279 No.16483776
>>16483706
Post counts in your average thread are like lifespans in a gay medieval commune: loads of (1)s and prepubescents who either died mercifully young or were raped to death, and everyone who made it into the teens and higher without leaving is a faggot. If things get too gay, your local baron will catch wind about it and wipe your faggotry off the earth.
If you're lucky, sometimes you aren't born into a gay commune after all and it's a decent fucking village where the older people aren't complete faggots. /agdg/ is like this a lot of the time. Sometimes a faggot will waltz in and make a mess until the baron cleans him up, but sometimes he'll also let the power get to his head and wipe out the non-fags too.
14c4a9 No.16484389
One day a single /agdg/ thread will be made of nothing but progress and questions about engines/games. This was not that day.
a62875 No.16484419
>>16483711
>>16483746
shit, what did I miss? their posts appear to be deleted now (presumably banned due to faggotry)
polite sage for offtopic dramafaggotry
72a941 No.16484453
>>16484419
A furfag reddit tranny wanted to voice act in Die Totenmaske Zwei.
0d8e82 No.16484486
>>16484419
Some guy offering to do voicework for people inadvertently outed himself as a furfag when he posted his steam. He was immediately rejected by the guy he was talking too and then proceeded to argue that all of the stuff on his profile doesn't reflect who he is as a person, that he was younger when he joined all those groups, that he isn't actually gay, and if you just talked to him as a person and got to know him everyone would just get along and it would be fine, and that he should only be judged by his voicework, not how he presents himself.
He didn't really understand what the problem we had was, because he wasn't acting like the typical kind of repulsive faggot in those groups, and he continued to argue about it, basically hoping that he could sweep it under the rug or some other people in the thread might defend him, I don't know. He wanted to fit in with the people here without understanding or regarding the underlying culture and why his superficial involvement wasn't acceptable.
a89c49 No.16484656
>>16483094
>>16482989
>>16482972
Alright, spent a day on it and I think I have a good system worked out.
Each area is a place in the game world (eg Brinstar) and it's broken up into several zones (or nodes as this picture calls them). They are actually a collection of up to a dozen or so rooms, but are abstracted into their entrances and exits and connections here. First we generate all the areas and the appropriate number of nodes, and then for each node in an area, we use a minimum spanning tree so that every node is connected. We then modify it slightly and force a few "unusual" connections (if any) like the base game has (eg the Brinstar-Maridia-Brinstar bit). This also creates exciting "unreachable" areas you might see from a map station.
Then, we generate links between each area, going sequentially, and only choosing between areas that have already been linked. So for example, we randomize the area indexes like [3,1,4,5,2,0], and then we link 3-1, then link 4 with [3,1], link 5 with [3,1,4], and so on, until we get a MST between areas. Finally, we generate 0-3 area pair links. These are completely random, and can be redundant. The only exception is if an area links back on itself, in which case it is ignored.
At this point, the high level graph is done and each node can be expanded into its component rooms. We can actually go past the 256 room "limit" since the game's room indexing is hardcoded to only matter for things like having wet footsteps in specific rooms. However, to keep things roughly the same length as the original game, we should have no more than approximately 40 rooms per area. Some places like Tourian can obviously be smaller, and we could have one or two areas with much larger numbers of rooms.
f6981e No.16484686
>>16484486
>He wanted to fit in with the people here without understanding or regarding the underlying culture and why his superficial involvement wasn't acceptable.
>saying this while being on board filled with furfags and a thread filled with furfags
You guys got dramatic over the most miquetoast shit
76c279 No.16484709
>>16484686
>a board filled with furfags
They wish.
72a941 No.16484724
>>16484686
>just accept the death of your boards culture, goy
Fuck off.
7c08a2 No.16484740
So now my copy commands are baked into the main rendering loop command buffer for NUMA (map, memcpy, flush, copy + queue ownership transition if using dedicated graphics/transfer queue), and on UMA systems device local/host visible memory is used by default (no extra copy command needed; just map, memcpy, and flush). I'm 99% sure this will break on a system with dedicated graphics/transfer queues. But I can't actually test that.
>Random memory leaks slowly trickle in from "unknown module"
Great. I'm pretty sure I don't even call malloc.
44af93 No.16484883
I want to make a fast paced, arcade local multiplayer game but i don't have any good ideas. I'm thinking racing / space shooter or something along those lines.
a89c49 No.16484892
>>16484883
An arcade game where you fight head to head or try to acquire a common resource. However, you build your ship ahead of time and things like guns affect your movement when you shoot them
44af93 No.16484906
>>16484892
What's the gameplay like?
0d000c No.16484919
>>16484686
We have ONE resident furfag, but at least he's working on his own game instead of trying to weasel his way into a pre-existing and promising sequel project, and hasn't been acting like a redditor.
>>16484419
Captured it all.
a89c49 No.16484920
>>16484906
You trying to shoot down or outmaneuver your opponent to beat them to the goal/resource, and overcommitting and flying against the walls and taking heavy damage while they do the same thing
44af93 No.16484937
>>16484920
3-dimensional, like the Elite: Dangerous combat system for example?
a89c49 No.16484947
>>16484937
I don't know, it's your game. I'd make it a top-down 2D game
0d000c No.16484950
>>16484937
Not that anon, but:
>3D, 6-DOF, 3rd person, high speed with inertia and a boost which recharges over time.
>you can shoot straight ahead, which is mainly used for mining the resource but could, if you're really skilled or some idiot hangs still in midair, use it to kill someone so they drop their stuff.
>game takes place in an asteroid field, with some large asteroids with the resource you fight over, a lot of smaller asteroids, and two bases with a shield so the other team can't go there, where you drop off your resource to secure it
>in addition to the boost, you have a button that activates a shield for a very short period, which you can use to save yourself in case of crashing, to catapult asteroids in a direction by slamming into them, or when you're being shot at.
>then add some different loadouts, like slower-firing homing missiles, more speed at a tradeoff, etc.
a89c49 No.16484951
>>16484950
>Not that anon
Consider lurking more
0d000c No.16484955
>>16484951
Consider that people butting in on conversations sometimes say that, even if we have IDs
44af93 No.16484959
>>16484950
Sounds pretty good, thanks anon. I think i won't use teams but just solo players, since it will be offline split-screen. Instead of having bases per 2-4 players, i might go with something like set intervals in which the accumulated resources are counted towards your points, in between which you can get damaged or die to lose the accumulated resource again.
38c80d No.16484986
>>16484919
Thanks bud.
>episode 6
Oh shit, what came before?
3135a0 No.16485017
>>16483141
Personally I love SmashTV but my partner isn't that much of a fan so I think it's a tough sell. I'll try though, good idea anon.
0d000c No.16485129
>>16484986
I don't have 5 similar images, it was mostly a random number for a funny filename. Though off the top of my head, we've had:
>Tetradev's slow spiral into insanity
>everyone shitting on Rustanon
>everyone making fun of cookinganon AKA the designer/artist brother of the Everyday Life team
>that one BR who keeps coming in here posting his incredibly shit models and art and shitting up the thread
>last thread's code standards bullying
So if I were to dig through all the archives I might be able to make more. But I won't, because I'd rather use that time to make progress
We also have occasional funposting like the comfort zone edits and that time we watched a Unity video. Oh and I have pics of Rustanon saved it seems.
38c80d No.16485145
>>16485129
That's fair. Thank you for your contributions to our history.
331bed No.16485188
File: c1baa9fd7be5106⋯.jpg (Spoiler Image, 13.15 KB, 142x125, 142:125, Screenshot_2019-04-28-21-0….jpg)

>>16484919
Yeah I bet that furry guy is a huge bitch nigger.
812df8 No.16485288
>>16483515
>>16483657
>A question to anyone who has actually finished making a game, is it possible enjoy playing it like an end user would and really get into it?
Can you enjoy/get invested in it? Sure.
Can you enjoy/get invested in it like an end user? No, because you won't be able to experience exploration, discovery, novelty and surprise the way they will.
3429c5 No.16485962
>>16485942
>>16485920
Is that Fear & Hunger? I don't come to these threads much.
095437 No.16486071
YouTube embed. Click thumbnail to play.
Anyone else making their game in Factorio?
3135a0 No.16486167
>>16486071
Overwhelming autism.
7c08a2 No.16486177
>Spend 6 hours ripping my hair out over why nothing is rendering before realizing I forgot to call the init() function that actually sets up my indirect draw command
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAa
a89c49 No.16486276
>>16486071
I have goytube blocked. Is that the video of the doom-like engine, or is it notch shitposting in factorio again
21757e No.16486306
YouTube embed. Click thumbnail to play.
it's an absolute bloodbath
release date: never ever
8576d4 No.16486777
>>16485962
It's Die Totenmaske. Or rather Die Totenmaske Zwei.
a89c49 No.16486875
Is there a proper way to place logging calls during logic stuff? This looks like a fucking eyesore
095437 No.16487019
>>16486875
It looks like an eyesore because you have {} around function calls that do absolutely nothing.
10280d No.16487100
>>16486875
>turning 5 lines of code into 30
don't do this
0d000c No.16487128
>>16486875
As the anon above said, you're adding code blocks for no reason. You can also get rid of half of your Debug.WriteLine calls by removing the "Done!" ones and adding them to the front of the next call with a \n, or slightly more correctly like
Debug.Write("Done!" + Environment.NewLine + "Generating minimum spanning tree for each area… "); because Micro$haft is fucking gay.
72a941 No.16487780
Limb tism functionality almost in. Death screen now in.
7c08a2 No.16487853
>>16486177
>Do the exact same thing only it's forgetting to update the descriptor sets
Maybe I should start writing TODO when I'm actually going to go eat lunch, play some SS13, and then come back and do it. My code is rapidly spaghettifying because I have two separate code paths for UMA and NUMA, so I'm probably going to have to work on that soon (tm).
7c08a2 No.16487915
>>16487853
On the bright side, we finally have a uniform, even if it's just a simple camera position offset.
4840fe No.16487925
YouTube embed. Click thumbnail to play.
Almost finished my bathing mechanics. Here's a youtube video I made.
f5b57d No.16488283
>mfw I realize that the self-documenting nature of long but descriptive variable/function names far outweights the bothersomeness of having to type them
cbba25 No.16488298
>>16482766
Started work on porting to 3.1.1., with a weird cyclical preload error because scripts were extending a single script. Error is gone, terminal works kinda. More later.
095437 No.16488311
>>16488283
You never heard of self-documenting code?
8373d5 No.16488349
The game now has a storefront, alongside updated logos and steam integration is coming along,
if someone does check out the steam page, lemme know what you think or if theres anything i should change. its pretty barren atm text wise
looking into how i can setup a small p2p lobby so multiple players can play together
https://store.steampowered.com/app/1086060/Tunnel_Vision/
8373d5 No.16488505
>>16488349
as well, story wise from the visuals/gameplay what would be your interpretation of the story if there was one?
3135a0 No.16488528
>>16488349
The lack of sound effects in the trailer really ruins it. The way the music cuts is also awful. I'd fix that because otherwise this looks like it has potential to be a smash hit.
8373d5 No.16488545
>>16488528
yeah the "trailer" is just actually some shadowplay clips you can spot the popup in one of the clips as well. its def super unpolished.
i want to wait for more content to make an actual real trailer but it might be wise to whip one up right now with what i have. because even the trailer has the old gamejam menu screen
abed64 No.16488613
>>16486875
> Don't spam {} all over the place.
That. And I assume it's C#, so for the love of God use debugger instead of logs. Ancient ones had no such luxury.
44af93 No.16488804
>>16488283
You never heard of autocomplete?
a89c49 No.16488836
>>16488613
>Use debugger
What, why? I mean I do, but like, this is for "real" output to the user when it's done running it's thing
3135a0 No.16489366
Implemented light statistics for populating the map. The purple line segments are the edges that connect start and end rooms, then I just calculate distance from each room to the segments to calculate "seclusion". Rooms along the main path will have higher density of enemies and then we can do stuff like treasure or rare encounters in secluded rooms. It's an approximation so the result isn't entirely accurate, the "best" solution would probably be to use A-star from each room to each room along the path but this is good enough for now.
a89c49 No.16489397
I opted to have my node/link generator methods create a new list and return it, rather than modify an existing node… the things might need to be modified by the user, first