baa125 No.16499138
Programming 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: >>16455118
Announcements
>QUARTERLY DEMO DAY SCHEDULED FOR August 8th (08/08)
>Please contribute to the wiki if you can
c0ea8d No.16499160
Asking again.
What resolution sprites and character sprites can RPG Maker (the last one) can tolerate?
Decided to start working in making my twin peaks-esque RPG and I decided to draw EVERY single character and scenario, and I already want to kill myself because I don't know how to draw and I spend an hour doing one fucking shitty character.
baa125 No.16499234
>>16499160
From the documentation:
>Characters (img/characters)
>Images shown for the characters on the map.
>The size for a character image can be changed freely (normally 48x48), and consist of 4 directions (down, left, right, up) and 3 patterns for a total of 12 patterns that will be arranged in the provided order. A file for 1 character will be arranged into 2 rows and 4 columns equaling 8 images. The size of the character will be calculated using 1/12 of the width and 1/8 of the height of this file. Moreover, characters will be shown 6 pixels above tile so that they appear more natural when on top of buildings.
>It is possible treat 1 character as 1 file by including "$" at the beginning of the file name.
>Including a "!" at the beginning of the file name will prevent the image from being shifted 6 pixels and will no longer appear half transparent by bush elements. This is primarily used for objects found in the map such as doors and treasure chests.
>It is also possible to use the "$" and "!" special characters together.
Presumably there'll be some limit to total graphical memory, but that's probably dependent on your graphics card more than the engine, and if you're hitting limits on that you're probably just doing something stupid in the first place.
c0ea8d No.16499270
>>16499234
I guess helpful programs to make sprites are more abundant than the stars in the sky, but I want to have some personal style and I'm doing the sketches in a drawing tablet. Spent a few hours doing them and I still feel unsatisfied. It is hard to make a pseudo anime chibi character that is both doodly and not overly retarded. And having to draw the animations of each character already feels like a pain, that if I don't count making my own music, dialog and have to learn some code and download some add-ons not to make the usual shitty RPG Maker game.**
261c79 No.16499341
Making the 9th girl, Yui the gluttonous squirrel loli
83b2f6 No.16499350
>>16499341
Please tell me she's going to have buck teeth.
1871b5 No.16499361
226abf No.16499396
I finished a post processing step on my polygons that makes them look the way they should, it discards all of the extra vertices that get added to them when I do CSG/BSP splits earlier.
261c79 No.16499400
>>16499350
This is my inspiration, so yes
>>16499361
loli, so no she will have thick legs though
ed92a0 No.16499411
>>16499160
You're better off using Godot. RPG maker is too limited and unstable if you try to push it beyond it's level. It's easy to do turn based stuff as well.
1871b5 No.16499425
>>16499400
oppai loli is still good
a8e339 No.16499433
>>16499341
Will she be a Squirrel Girl?
b4bc5c No.16499681
>>16499411
Supposing I only want to create the combat system for a turn based 2D RPG, with no levelling but consumable items and equipments that affected character passives, would Godot or Game Maker Studio be a better choice for implementing a proper turn queue, different classes (more classes than party slots), skills for those classes and
a consumable item inventory system?
bec162 No.16499807
>>16499681
You can do it in either assuming you can write custom events in either. And if you can't write custom events in a game engine, why the hell are you using that game engine.
b4bc5c No.16499812
>>16499807
Makes sense. Guess I'll use Game Maker for simplicity's sake and if I find it lacking down the line I'll try again in Godot.
cdda4a No.16499973
Looking for anons with Blender talent who would be able to help out with a site project I'm working on. I'm going to need to human models either edited or completely replaced, and the whole thing is going to be a big old inter-board event/competition. I'm willing to throw some $$$ down if necessary. SKF at 8chan dot co
9bac53 No.16499981
>>16499433
>>16499506
Furry game dev, rise up. Might as well make her full anthro.
cb234e No.16500010
>>16499138
>Googling the error message
I genuinely don't know what else to do when the manuals aren't helpful at all.
93e392 No.16500014
If I have say, four random points/nodes, how do I do that HVH line segment connection with them to find like a minimum distance? I'm trying to figure out how to generate my room placement/size better
93e392 No.16500021
>>16500010
The joke is that most problems are literally that simple and people don't know how to fucking solve them.
t: IT major
261c79 No.16500100
>>16499913
Funny enough my second inspiration was loli Rathtalia
261c79 No.16500128
>>16500117
She is 10 years old you sick fuck
d5ae92 No.16500166
>>16500128
Adult body, adult treatment.
bec162 No.16500252
>>16499973
What do you need done? I can do some basic bitch stuff but that's it, can't even really animate.
cdda4a No.16500306
>>16500252
You won't need to animate anything, the "skins" of the base models just need to be edited. It's not like you'll have to pull a design out of the air either, I'll have references to work off of.
99eb75 No.16500861
>>16500100
>>16499341
>the tanuki seizes yet another heart
261c79 No.16502566
Making the fluff look good is harder than expected
fec2b6 No.16505770
>>16505715
If you want simple 3D and multiplayer you can't go wrong with godot
a9ffc6 No.16505942
Does anyone know of any good guides on how to get into sound design?
I've been getting pretty decent results (for prototyping) by recording things with my phone and playing around with the sound in audacity, but I'm trying to find a good field recorder that isn't thousands of dollars.
43ff69 No.16506369
Is the Frank Luna book worth getting for $6 to learn DX11?
65bfa7 No.16507612
>>16505942
Just get really good at bg music and then you can stylise all the sound effects into notes.
I just wanted to post pdfs related
6e6da2 No.16507616
>>16507612
Im not that anon, but thanks non the less.
Pirating FL studio is one thing, but producing something that isnt either shit or a 10 second loop is unusually difficult compared to other digital arts.
3f2ee4 No.16507975
>>16499138
Shilling my voiceshit again, if anyone needs any voice work in their projects I'm more than willing to help.
e7f3b8 No.16508230
Your character art has really gotten slick, man. Respect
ec93a7 No.16508336
Quick question. If you're a dumbo who doesn't know enough physics/math to implement certain features in your game, is it better to try to learn only what you need for each feature, or to read through a whole textbook before you try anything?
86d697 No.16508354
>>16508336
Try random thing until a miracle occurs causing it to work, and then try not to touch it ever again.
75dd2e No.16508612
>>16508336
Just learn for that specific feature or you will not be here to post progress
d73d41 No.16508849
>>16508336
Unless you are really good with retention you will probably forget most of it before finishing the book, You learn better doing instead of reading.
9bace9 No.16508884
>>16508336
Do what is most fun. I find it more fun to learn an entire concept from the foundations up, but most people will have more fun implementing things as they go.
Either way, you'll have better retention if you experiment as you go, and never forego actually learning the foundations and fundamentals of what you're doing (eg. If what you're doing depends on dot products, fully learn dot products and be able to do them on paper on demand), otherwise you'll have no idea how to debug when something goes wrong.
Either way, you're a hobbyist, so making progress is always better than not making progress. If you were doing this professionally, you'd want to fully learn everything first and take steps to reduce technical debt. For you, fun is the top priority.
b86651 No.16509045
Is there an image format that has transparency, has layers, and includes the layer names (unicode if possible)? I found ora (OpenRaster) which can be unpacked as a zip. Is there anything better?
9b73f3 No.16509081
How crucial is it to understand computer science for a game? I want to make what is essentially a Doom mod, but getting through SICP and other recommended introductory books is such a pain.
34a2e2 No.16509106
662a8a No.16509118
>>16509081
Programming is mostly logic. You don't actually have to understand the theory and mechanics behind it to effectively code something.
Crudely, you can compare programming to art in this respect, I guess. Knowing computer science is akin to having formal artistic education: it's certainly nice to know about concepts like perspective and color theory, but it's not necessary. You can paint a pretty picture as long as you have paper and paint.
46a4d3 No.16509132
>>16509118
>Programming is mostly logic. You don't actually have to understand the theory and mechanics behind it to effectively code something.
What? The theory and mechanics is the logic. You're mean the contextual shit on top of that. The syntax and other junk.
86d697 No.16509165
>>16509045
Why not just make your own? It doesn't sound like you need Photoshop to support it or anything.
05cd31 No.16509172
>>16509081
"Computer science" is effectively an expensive Jewish facade over very simple concepts that just take time and work to understand.
662a8a No.16509173
>>16509132
Theory is explicitly not logic. You do not need to know the theory behind data structures, even of the particular data structure you're using, to know how to code the algorithms for it.
Language syntax is entirely unrelated. You can be fully versed in all aspects of computer science and be mystified by a language's syntax. Even if we ignore a language like Brainfuck, we can look at any form of assembly and I guarantee you'll have a devil of a time telling me what ir's doing quickly.
9bace9 No.16509190
>>16509045
Depends what you want it for. If you want simple storage and interchange, use your image program's native format. If you're looking to load it for a game or something, you're best with a pile of independent files. Even a zip of pngs would get the job done fine.
9bace9 No.16509248
>>16509172
> I have no idea what this term means, but I'm desperate to be upset about something.
6315ba No.16509293
Audio propagation simulation using A*. Orange marker is the sound origin, green is the new position of the sound based on the location of the player. Right now I'm manually placing nodes for this but I think it's a reasonable amount of work.
31e653 No.16509311
>>16508336
I copied geometric formulas from some math website for my game's collision detection, rewrote them in Lua, and it worked just fine. Someone else already figured it all out so why waste time figuring it out myself? I have no clue how trig functions really work, only what they do and how to appropriately use them. And honestly I don't care. I have a hard on for making games, not math.
d73d41 No.16509351
I don't really know where to go from here… maybe a flower circle on her tail? she also needs some head adornment, as for shoes… i got no idea
91bc30 No.16509376
>>16509351
Tiny hat and boots. Maybe she stores snacks in her fluffy tail. Add something poking out of her fur.
fdca18 No.16509394
>>16509351
Moccasins, faggot.
93e392 No.16509842
33c28a No.16510528
So I just asked a bunch of artists at a con if they were willing to do concept art for me. Some said yes and gave me their cards.
I have no idea how much I should charge or what I should even ask for exactly. I'm looking for something to send to whatever 3d modelers I can get my hands on (might know a guy who knows a guy) and basically ask them to pump out things to this specification. How do I not get ripped off/not make it look like I'm trying to rip them off and get laughed off?
0f0feb No.16510598
Today's progress.
>got teleport-ladders working since I need them for testing
>did a ton of mapping
>got some button scripts working
93e392 No.16510690
How fun, I found some old videos of a project from ~ 2 years ago
a9ffc6 No.16510764
I finished the AMD65 model I've been working on and just need to animate it now.
c93371 No.16510776
>>16509351
>>16499341
that's cute anon
>>16510598
is the final game going to be black and white? Because its a bit hard to see what's going on.
22142c No.16510822
>>16510528
I haven't done 3D commissions in years but I typically charged a few hundred dollars for a textured and rigged character model. Anywhere between $150 for some simple lowpoly crap for a phone game to $500 for a high detail baked sculpt. Props and similar static objects that don't need rigging are generally cheaper depending on detail. Animations are progressively more work and cost extra. Remember that time is money and expecting cheap is asking them to work for less than minimum wage. If you want cheap look for newbie students cutting their teeth but don't expect quality. Ask to see portfolios and pricing options before agreeing to work with someone, any 3D modeler and animator worth contracting will have these. Bear in mind most 3D artists are specialized so look specifically for what you want– character artists, environment artists, hard-surface artists (cars, planes, machines etc.).
cd9964 No.16510922
Ideafagging.
>been doing lifting, overhead press in particular
>Been watching YouTube guide on form between reps
>Learned that one should include lower back muscles in the beginning of the rep
>Dramatic increase in rep count.
How can I give player the feeling of statisfaction from executing sequence correctly. I was thinking about fighting, but not in real time which is more of reflex test. Strategy goes only after you've learned to click fast. But I want strategy to appear right at the start. So I was thinking turn based. Players have queue of moves "quick"punch consist of two commands or smth. I want player to create fluid motion. Does something like this already exists? Should I ask /v/ for ideas?
52f282 No.16510936
>>16509351
I'd say think about what kind of personality she would have, then make some extra designs based on that personality in my opinion. Is she a shy squirrel, an energetic squirrel who's athletic? Maybe an angry squirrel who knows.
7f8347 No.16510943
93e392 No.16510980
I just implemented an HSV color selector, say something nice about it
22142c No.16510989
>>16510980
Shouldn't a switch statement be used instead of half a dozen else ifs?
93e392 No.16511002
>>16510989
A switch statement will unroll into an if/else chain by the compiler. They are equivalent and come down to style. I personally hate them because they only allow for checking exact values for each case, and take up a lot of whitespace
718cfd No.16511020
>>16510943
Rythm game is one way to do it. Yeah.
But it's stressful. I don't want player to have mechanical skill like in MK or DS. Or actual rythm games. But I want it to be more about strategy. Like you can do stuff suboptimal and they would work. More often than not you even have to. But when opponent allows you to make the sequence perfectly - you land a strong hit. Not critical hit, but 20% stronger or something. Maybe, something similar to rock paper scissors, but with more options overall, and with very limited options after you've started sequence.
9bac53 No.16511027
>>16511020
Did that dumb gay mother 3 combat system patent expire yet?
647f7a No.16511037
>>16511002
Switch statements typically use jump tables, and are faster than an if-else if chain.
https://stackoverflow.com/a/6805054
93e392 No.16511040
>>16511037
They also don't work on floats
718cfd No.16511041
>>16511002
If you expect the exact value - don't use < it's shit practice that makes your code harder to read.
I prefere switch because it emphasizes that you expect one value. But I'm fine with ifs.
But don't use < 6 if you expect 5. It's plain obfuscation.
647f7a No.16511045
>>16511040
Yeah, it won't work for your specific case, but in general switch cases should be faster.
93e392 No.16511050
>>16511041
I'm not expecting an exact value because I'm working with hue in degrees (0-360). It does fall into 6 distinct regions on the color wheel depending on how far along it is … but I still need to use the value elsewhere, so I can't just cast it.
Not that it really matters, it's a micro optimization
93e392 No.16511060
Ah, I take it back. I cast the Hue value from a float into an int and compared that in the switch statement. After generating 100,000 colors 50 times, doing it with the if/else chain took 67687 ticks, while doing it with the switch took 54130 ticks, or about 20% faster
718cfd No.16511068
>>16511050
Oh. I think, you should crash if value is out of bounds (below 0 and above 6), but your solution is all around fine.
>>16511027
Sorry, I didn't get that.
65bfa7 No.16511081
>>16510922
>>16511020
Have the game run in real time but make it so that going in to attack does a single motion and then stops/slows time to wait for further input.
If the user performs a proper set of motions then you can have it slide into a nice bonus attack or add extra damage to hits further along the input set,and if they mess up or pussy out early then the hits they put in already dealt their damage so the suboptimal stuff still does something.
You can then add a few counters/dodges from the enemy so that the player has a reason to consider switching out of a comitted path.
Also comes in with the bonus that you can replay their inputs in full speed at the end for extra style points.
baa125 No.16511098
>>16510922
Ever heard of Toribash?
718cfd No.16511116
>>16511081
Interesting.
>>16511098
I had a feeling that something like I've described already exists. Thanks, anon. I'll give it a try.
65bfa7 No.16511119
>>16510980
Is there a specific reason you are wasting an extra overload and function call on non-transparency rather than giving it a default value in the signature?
93e392 No.16511132
>>16511119
Default values feel like cheating
6a3c7f No.16511167
fdf2ca No.16511172
>>16511132
You could just admit that you are a terrible programmer.
a35289 No.16511173
>>16511152
I'll do you one better.
93e392 No.16511194
>>16511172
Except I'm not? The base C# library rarely uses default parameters if ever, and I'm just following convention
93e392 No.16511197
Actually better yet maybe i wont post my projects in here then
fdf2ca No.16511208
>>16511194
>using default parameters feels like cheating
>i-it doesn't h-ave them in the first place, g-guys!
Haha, okay anon.
>>16511197
Go right ahead.
65bfa7 No.16511230
>>16511197
Don't let the shitposts get to you,anon.Banter is good for the soul.
Your code is good enough that the only complaints that people managed to bring up was optimization,thats something worth feeling nice about,there is always going to be something to nitpick about code from anyone ,that is just part of the job.
And well even if you don't manage to improve at all you will still be better than people who are stuck at Yandev levels(that fag is a special brand of incompetence seen once every thousand years but the point stands)
168e0e No.16511321
>>16511132
What does cheating even mean in this context?
d229b0 No.16511355
>>16499681
I'm tremendously sorry that I didn't answer this sooner. Here's how I would solve it.
If you want to do a turn queue in godot, you don't really need to do things complex as state machines. Just increment your turn, set your allies turn to equal 1, and your enemies turn to equal 0. If you want your ally to start late as a result being attacked from your enemy behind, then increment your turn to 1 so that your enemy would start first.
if (turn %2== 0)
{
allyturn();
}
if (turn %2==1)
{
EnemyTurn();
}
The % operator divides the number and obtains the remainder. So if you start at turn 0, it would be divided by two to return the result of 0, making you .
There are at three scenes that you need in Godot:
The overworld, menu, and the battle scene.
How would you set up a battle scene in Godot? It's simple. Just create a battle scene that your members iwll spawn in with their respective data (class, sprites,stats, etc).
I can do this as a project for you if you want.
8fa361 No.16511365
>>16509081
Read SICP if you want to change how you think about programming into something incompatible with most gamedev environments. Read K&R if you want to go even further beyond and develop an autism that demands you create your own OS before starting gamedev.
Doom mods are piss easy to make, there's already plenty of tools, tutorials, engines, and a ton of examples. Learn CS if you're interested, but it won't help you.
>>16510922
Strategy, or technique? Nearly every character action game nails the feeling of learning technique. For example in Bayonetta dodge offsetting can be done from the start, and it's a technique you learn in time with experience. A skilled player will use it, and appear more effective than a novice. The extra technique gives experienced players more options, and therefore deeper strategy. It's also satisfying to pull off, because it uses that trick you learned, and you feel like a substantial progression.
>>16511355
I'm struggling understanding godot's scenes, too. In the case of a map/level transition, would the one map scene load a new map internally, or would there be one scene for each level, made visible when I want it to be used?
d229b0 No.16511366
>>16509081
It won't teach you to make a game, but it will give you full control to make it with ease. I think that the most important part of it is Data Structures and Algorithms along with mathematics.
>>16508336
I have plenty of helpful books/resources that cover this type of subject matter. Just practice it if you have no clue about what you're doing.
https://www.3dgep.com/understanding-quaternions/#Adding_and_Subtracting_Complex_Numbers
This book is might seem a bit "gaming", but it contains the majority of math that I've learned in my four years of uni. It's authored by a former AAA game dev and a mathematician to give the practical and theoretical application of your games, so it might be helpful for you if you don't want to browse several sites for this info
https://files.catbox.moe/qs7dr7.pdf
https://ufile.io/n901rafl
d229b0 No.16511373
>>16511365
>I'm struggling understanding godot's scenes, too. In the case of a map/level transition, would the one map scene load a new map internally, or would there be one scene for each level, made visible when I want it to be used?
A scene can be a prop, player, menu, or a level. You can switch scenes by following this guide:
https://docs.godotengine.org/en/3.1/tutorials/misc/change_scenes_manually.html
95271a No.16511374
>>16510980
As longs as you don't compile with something retarded like MSVC your compiler should figure out that those are exclusive branches but honestly fucking use a switch statement.
35dec7 No.16511378
>>16510980
If (hue > 6)
else if (hue > 5)
…
Thats not a colour selector thats the AI programming for Brazilians.
aeaf6f No.16511404
>>16499138
>first webm
it so fucking accurate that it hurts
1adcbe No.16511423
>>16499138
Is there any good source engine tutorials I should know of?
10e708 No.16511439
>>16511423
There's a good one at the top left of your post, click the arrow and then "Delete post"
8e6690 No.16511451
So I was spring cleaning and I found this.
I won't be able to use this for a bit until I get a disc drive that works.
Is this worth anything?
Should I rip it and upload to some archive site?
b86651 No.16511527
>>16509165
That may be unavoidable if there isn't something already.
>>16509190
A zip of pngs could work, thanks!
75dd2e No.16511536
>>16511474
>>16511527
What the actual fuck are you doing nigger?
baa125 No.16511541
>>16511527
>>16511474
>asshurt reply and thankful reply to the same post by the same ID 35 minutes apart
>the EDL brothers are on another ID so it can't be them
We have a schizodev now?
>>16511451
That looks like absolute garbage. Upload it ASAP
8e6690 No.16511545
>>16511541
My disc drive will come in on Wednesday so I will upload it then.
9f3700 No.16511550
>>16511040
you could cast into an int using fixed-point math. mult by 255 or whatever you need for precision of your float.
202ea8 No.16511558
>>16511451
You better rip and upload this, Anon.
9f3700 No.16511560
So how is Godot these days for fairly simple 3D games? My demo/game uses smallish rooms and a portal culling system written in opengl 4 and bullet3d. I just don't want to bother adding shadows, animation, etc systems, so I'd like to move to a pre-built opengl game engine.
I've messed with the new Blender game engine but it's still broken in many places, and I don't like the language they chose. I'd like to keep doing the modelling in Blender though, so an easy translator from Blender would be quite necessary.
9f3700 No.16511563
>>16511560
Also, anyone else looking through the leaked city of heroes code? It's pretty interesting.
93e392 No.16511906
>>16511197
>>16511250
>>16511230
>>16511208
Sorry it was 3 am when I posted that and I was already behind on my sleep. Gonna keep plugging away
Sage for blogposting
8fa361 No.16512027
okay, making a castlevania clone in godot, how the hell do I do stairs? I want the player (KinematicBody2D) to:
>walk in front of the stairs tile of a TileMap
>player presses up
>it detects that the stairs are there and the character moves up the stairs
Adding collision to the stairs tile means the player just hits the stairs and stops moving (because move_and_slide() thinks it's a wall or something). Fucking with the collision layer/masks lets the player fall/pass through the stairs, but then there's no way to detect it. I've tried to separate the stairs to a second TileMap, so now the player knows the stairs are stairs, but only when he's colliding and stopped.
I've tried looking up how to do this and there's no good answers and anything related to TileMaps are useless. Shouldn't there be a way for the player to interact with a tile on the TileMap, like a button on a wall, or entering a door, without having to individually instance and place a sprite? Or am I thinking of this wrong?
15b828 No.16512052
I think my gun has autism.
>>16510764
Looks sweet!
93e392 No.16512059
>>16512027
>Castlevania stairs
I swear I saw a question like that this year in here.
My naive approach would be:
>Press up
>If within a short distance (1-2 tiles), character moves towards the base of the stairs
>If the character is at the stairs, set a flag, disable gravity, and begin moving up the stairs
>If the character is hit, clear the flag, enable gravity, and start falling
10cd19 No.16512066
>>16510776
Yeah the finished game will also be black and white. Getting it right will require the right use of lighting and contrast.
When we have our demo ready for demo day we hope to get feedback to help tweak it.
Also, player adjusted contrast will be necessary.
baa125 No.16512068
>>16512027
Not versed in Godot's specifics, but:
>make the stairs some kid of trigger, so you can check if the player collides with them but they don't interfere with physics
>if he does and pressed up, set some kind of onStairs state and disable physics
>when pressing up while onStairs, move along a set path easily calculable (it's a straight line)
>when pressing down, move the opposite direction
>have some other similar logic at the top with an invisible stairstart thing
>when hit by an enemy, move out of the onStair state and reactivate physics
You only need an object at the top and bottom, the segment in between can be handled entirely by tiles
6315ba No.16512082
>>16512027
If you want it to be castlevania style you should have a separate player state for the stairs. Make the stairs use two Area nodes for the top and bottom, and if the player presses up or down when in the bottom or top area, they enter the stair state, with any up or down movement moving them along the path between the two areas. You'll need some kind of script for each area, that should link itself to its corresponding area and also specify whether it is the top or bottom. Use the "body_entered" signal to detect when the player enters, then pass the top and bottom stair to the player. If the player presses up or down when in a bottom or top, respectively, they should enter a Stair state where normal movement is disabled.
fuckers beat me to the punch
22142c No.16512127
>>16512027
Using kinematic body gives you a lot of freedom, so basically what I would recommend would be this:
< if the actor is jumping (not grounded) and moving upwards, don't collide.
< else if actor collider shape does not overlap stair collider shape, and: actor is standing on stairs, or actor is falling, or button up is held and actor is moving towards stair facing direction, do collide.
Then make sure to rotate the actor movement vector to the correct angle of the stairs as you would with any non-flat terrain.
If I'm not missing anything this should give you a rudimentary functional stair logic. When the actor is moving sideways, they'll just pass by stairs. If they move and hold Up, they will begin climbing the stairs assuming they are moving in the direction the stairs are facing. If they're already on the stairs they won't fall off. If they are falling they will land on the stairs rather than falling past them. Also, you could add in a typical "drop down" command by checking if the player hits a button eg: Down, don't collide.
8fa361 No.16512133
>>16512068
>>16512059
>>16512082
Sorry, maybe I didn't make myself clearer. My problem isn't the moving up or down (yet), it's getting the fucking player into the tile where the stair is in the first place. If I make a tile with a collision box, the player can't move into the box. He'll see the box as a stair (which is what I want), but he won't be able to pass through the stair because the collision is there. I need to know a way, in Godot, for a player, controlled by the dumbass move_and_slide() function, to move through a tile, while also being able to see that tile.
Normally I'd use a physics body and the body_entered() signal, but TileMaps don't have those signals. Any script I build into that scene is removed when compiled to a TileMap (as far as I've seen)
>>16512127
this is almost helpful. How do I make things collide or don't collide? player hit collisionshape and player stop. me want player not stop. how godot do this pls
93e392 No.16512146
>>16512133
>if (player.X < stairs.X) { player.X += speed; }
22142c No.16512147
>>16512133
>player hit collisionshape and player stop. me want player not stop.
Huh, I only used Godot 2 a while back but you should be writing the collision and movement code yourself right? Or are you using some premade code?
8fa361 No.16512164
>>16512147
>>16512146
The docs make it pretty clear that I shouldn't set position directly, but use the move_and_slide methods. Are the docs just lying? What would the writer of the docs do in my case?
22142c No.16512191
>>16512164
Sounds like bullshit to me honestly. You should have direct access to the collider shapes and be checking whether or not the player collision shape will overlap with another shape and perform your own collision logic consequently. It seems like they are trying to make things easy for newbies by not having to write collision code themselves or something, but that's just going to make it so you have much less control over it. I would ask in a dedicated Godot chatroom because this seems to be engine specific. Perhaps you can use these functions still while having more control over the collision logic.
8fa361 No.16512224
>>16512191
Okay, thanks for the help. Thought I could go without writing collision code since it seems like it's supposed to handle this shit in an intuitive way.
Not gonna complain in their IRC though, would rather just make progress.
22142c No.16512284
>>16512224
I will try to find some of my old images that show visually how to do 2D collision detection and movement. Currently this is the only one I could find– which is clearly what the "move_and_slide" function in Godot is doing. You really ought to be writing these yourself for something as simple as 2D though.
8fa361 No.16512314
>>16512284
Yeah, I've got a good enough understanding of trig to understand and write it myself. Besides, I'm not gonna have any slopes, since I'm using level design limitations of the NES games
22142c No.16512385
>>16512314
In that case definitely just check colliders yourself and move the actor object directly. Really the only "trick" you need to know about collision then is pic related
1adcbe No.16512390
>>16511439
too late for that it's old now :)
d70c15 No.16512406
>>16512027
Can't you just use one way collision?
8fa361 No.16512418
>>16512406
Sure, a one way diagonal collision up the stairs. It would work, but you'd have to always jump on the stairs, and could only go beneath the stairs by walking on the floor.
But that would feel more like Metal Slug, or whatever else that does slopes/stairs like that, instead of Castlevania which has stairs that work more like ladders.
d73d41 No.16512808
>>16509376
>>16509394
I went for a tiny boot
Also Flower Crown on tail? Yes or no?
>>16510776
Thanks
>>16510936
She will be quite cheerful, but gets very serious when eating, she loses track of everything around her while eating, unless you are holding some food, then her eyes will follow you while she chews on something else
Next i will make a small satchel for snacks using the same leather types as the boots and with a flower motif that matches the flower crown
1c225c No.16512821
>>16512736
ow, my eardrums
lower the sound pls
15b828 No.16512840
>>16512821
Sorry, it's a test.
d6c390 No.16512861
>>16512808
Make it an unlock able cosmetic ya fool
65bfa7 No.16512867
>>16512808
The axial control for the modeling software made me think that one of her boots had flowers inset to the leather.
Might be a cute bit of asymmetry to add.
Floral tail feels like a no but it would be fine if it was a yes.
From the description I would expect her to pounce on acorns like a jew that saw loose change on the street.
d73d41 No.16512904
>>16512861
we are making it so all cloth pieces are interchangeable between the girls (it adapts to the body dimensions), so we can do it like an optional, no piece is a fixed part of the girl model
d5867b No.16512986
>>16512133
I dont use the move_and_slide function in godot. I just get the position of the kinematic body node and set the new position in the loop.
c75d08 No.16513130
>>16512964
The flaregun was actually made for another game by me but I'm using it as a placeholder for testing.
There still will be a flaregun in the game but it will be a tripple-barreled one.
As for the time period? That's a tough question. It will be a hodgepodge of different anachronistic technologies. Like the society is roughly from 1910-1920, the aviation technology is from around the same time period so you have biplanes and airships, then there are primitive looking analog computers that interface with the user's consciousness and on top of that you also have magic and knights in armor. And that is only the place the game will take place in.
>will that flare gun be the standard pistol or will there be more?
I imagined there would be two sets of weapons in the pistol slot. A pair of twin pistols which you start with and the afore-mentioned flare pistol.
fdca18 No.16513439
>>16513130
It may or may not be canon to the sodaverse tabletop setting.
93e392 No.16513515
>Need to use LZ4 compression specifically
>Decompression is easy as fuck to implement
>Compression involves detecting patterns in bytecode
>Don't want to use external libraries because FOSS and also existing implementations are interop and have retarded conventions and excessive functionality
93e392 No.16513622
>>16513515
>input is something like 0 1 2 3 1 2 1 2 1 2 1 2 1 2
>it would compress to 0123 (12)(12)(12)(12)(12)
>but that compression needs to encode itself and detect the chain of (12) and become 0123(12x5)
9bac53 No.16513749
>>16513515
>because FOSS
Do you mean because they're not FOSS or because they are? What's wrong with them being foss, if it's the latter?
93e392 No.16513816
>>16513749
No no, there's a dll library called LunarCompress that's used a lot for romhacking, but it's closed source. There's open source hooks into the dll that you can download, but the underlying logic isn't open
226abf No.16514117
changing grid resolution
This map causes a lot of BSP splits. But there's no real purpose in them. This is why detail brushes exist… I don't have such a feature yet.
3cd4b3 No.16514145
>>16499506
Woah. Did they fix the artstyle?
718cfd No.16514148
About progress. Refactoring Curse of the Azure Bonds engine. And I Understood how it works with fonts.
>Just load 8 by 8 pixels into memory and take their index from input char by bit shift magic
>Whole screen is tilemap to draw letters on.
>You give the engine char and tile number to draw a letter
I was thinking about making font, but than I remembered that Godot has bitmap fonts. I still need to create some kind of Widget so it would translate better to Godot.
Mad lads they were back in the day.
d35759 No.16514183
Towel remove. Will fix hair physics soon.
e775d9 No.16514220
>>16513515
>>16513622
>getting bogged down writing compression algorithms because autism
Please stop
154aff No.16514236
>>16514183
>removed all the porn from it
>not even the nipples are shown anymore
d35759 No.16514237
>>16514236
The ultimate tease.
718cfd No.16514277
>>16514183
I agree with another anon. That foam looks way too much like underwear. Make it cover a little less and more foam around the body so it would look more random.
0cc77d No.16514289
>>16514183
I always wanted to tell you that i am afraid of your shit, i am even afraid to click that. I have some irrational phobia of realistic people in video games, but cute girls especially dig that up from depths of my brain. I don't want to see them acting human-like and see them looking fragile. I'l never play your "game" or simulator whatever you call it, because i literally fear this shit.
154aff No.16514297
>>16514289
>afraid of cute girls
ah yes, I'm a doctor and I'm sorry to inform you, you have contracted the gay.
452c07 No.16514302
>>16514297
When i see cute girls i just want to die or disappear this instant.
154aff No.16514310
>>16514302
faggot repel: GO!
8a5191 No.16514351
>>16514315
>>16514310
He's probably not gay but so depressed he can't stand to look at something he feels he'll never have.
718cfd No.16514379
>>16514351
Isn't it what we call gay here? :^)
In reality we shouldn't let him feel comfortable about his psychological issues. We should bully him until he change his ways or commit suicide. Sage for derailing
a8e339 No.16514386
>>16514379
Don't worry I'll sage for you
93e392 No.16514811
>>16514220
Why shouldn't i learn how to do them?
75dd2e No.16514829
>>16514811
Because someone already did before you. Someone wrote a huge ass lib that is tested and documented then released it to the world so other people can post progress instead of redoing dumb shit that someone else already did better.
I've worked on refactoring our weapon and enemy implementation, which is just about done. Now I'm working on UI, specifically minimap, weapons display and key/item display.
d73d41 No.16515132
>>16514289
Thats a weird phobia
75dd2e No.16515432
More UI progress. Also tweaked the AI of the skeletons to circle around the player instead of just chasing him. Makes it harder to bunch up all the enemies and just circle strafe them to death.
d6f500 No.16515627
does anyone know how to turn off that annoying feature in Blender 2.8 where whenever you move the camera it instantly changes the view to perspective instead of static?
d73d41 No.16515673
Removed tail flowers, added snack satchel, i think i will add more detail to the shirt, but other than this i don't know what to add
56a63d No.16515723
>>16515673
Wristband? Necklace?
d73d41 No.16515762
>>16515723
i was going to add a big ribbon on the chest
33635f No.16515768
>>16515673
how about some pink or green edging around the arm holes and neck.
56a63d No.16515778
>>16515762
I was looking at the model for places where there is visual monotony, the shirt and the arms are pretty bare so that's where I suggested those additions.
9f3700 No.16515812
>>16511560
I started looking into Godot 3.1 in detail. It's Blender importer is good. It has navmesh and an excellent animation system. I can use C++ if I wish, but GDscript seems pretty good. I think I might be home to stay.
bf0b9e No.16515847
What do you guys use for pixel art? Preferably something that works in linux (though I don't mind using wine if I have to). I want to use aseprite since it seems it's actually free if you just compile it yourself.
63f80e No.16515890
>>16511451
Holy God, I actually remember that game. It's terrible, but it was comfy as hell back in the day. I'm pretty sure I still have it in a box somewhere.
fdca18 No.16515938
>>16515890
I still have mine.
7ad9b3 No.16515963
c0053f No.16516020
Whoops, not what I had in mind. But I do know the problem so I know what has to be fixed.
d229b0 No.16516035
>>16515847
Aesprite. It's free and the free version is the same as the premium one.
5dff74 No.16517080
1b62e9 No.16517087
>>16515132
Nothing weird about it. People in charge of banning your anime girls on sony platform also have it.
28db67 No.16517113
What is the legal standing with making a virtual novel-like game based off of copyrighted work? Like if I wanted to make a Mario virtual novel could I be shut down immediately at any time, if I made money off of it or not?
5c31cd No.16517122
>>16517113
You're walking a dangerous line depending on how litigious the rights-holders are.
34a2e2 No.16517135
>>16517113
The legal standing doesn't matter because if such a big company wants to bankrupt you by shitting lawyers at you they fucking will.
If you want to make something that makes use of other people's copyright, trademark or patents, then simply release it anonymously and don't try to get attention by blogging about it. Most of these projects target niche communities that will gladly share it through word of mouth, so reach shouldn't be a problem.
If money is involved, don't even fucking bother if you can't get a license first.
86d697 No.16517208
>>16517113
You can't even sell fan art legally, how do you expect to make a videogame based on someone else's IP.
c0053f No.16517670
Fixed earlier problem and added sound randomization.
The laugh is just a placeholder for the death sound. Actually all of them are placeholders since only the main character will use these sounds.
46a4d3 No.16517949
>>16509173
>All this retarded nerd shit
If you have a functioning brain you can ration out half the data-structures, minus things that require math such as hashing functions.
6315ba No.16518284
>>16515627
You probably figured it out but it's numpad five to toggle orthographic view permanently on
93e392 No.16518549
>>16517208
>>16517113
>>16517135
>If money is involved, don't even fucking bother if you can't get a license first.
If it's a first-party franchise like Pokemon, anonymous is the only way to go. Even faithful projects like AM2R got shitcanned, and they existed for free.
The only workaround if you want to make money is to advertise your patreon/kofi/etc as a way to support your studio, and make no mention of patreon or your studio's site in the released work. Just something like "as presented by Faggotgames Inc" or whatever, and leave it like that and hope for the best.
c0053f No.16518771
Code for burning over time is functional. Effects still need to be added though.
93e392 No.16518803
>>16518771
Burning damage, or a very specific fetish video aimed at a niche audience
c0053f No.16518841
>>16518803
Gotta respect the classics.
8cf589 No.16518955
>>16515673
>flowergirl
cute, but remove two of the flowers from the pouch, it looks gay. if it's one flower it could be justified as the button, but having three on an otherwise plain bag looks like shit.
>>16518771
those are just sex noises though, what if i want them to be screaming in pain as the flesh melts from their bones and their fat crackles like roast pork? fuck, just the thought of it makes me hungry
5dff74 No.16518962
>>16518955
> it looks gay
makes her look like a hippy more like. I guess that's the intention
93e392 No.16518977
>>16518841
It's funny, because the game and engine is so simple, you can go fucking crazy with fun item effects and projectiles
c0053f No.16518991
>>16518955
>those are just sex noises though, what if i want them to be screaming in pain as the flesh melts from their bones and their fat crackles like roast pork?
Hey dude, I'm limited in what I can work with. These sounds are stuff a voice actress made free for everyone to use and she hasn't made anything since 2016 and I will probably wait in contacting her until I have money or something to show. They work as generic pain grunts which what I intended them for.
I also realized that I still had Heavy Metal FAKK2 installed so I will use that game's pain sounds as placeholders for now. Those have what you are looking for.
d73d41 No.16519181
And done, now need to transfer her to Unity, redo the materials, split the cloth pieces into different equipable objects, give her a body proportion settings, make the prefab and remember how to animate
6315ba No.16519604
>>16519181
Nice, there's a Godot engine demo with a QT squirrelgirl as well.
d97956 No.16519613
>>16507975
can you at all do this for free? is that even good work ethic for me to ask that, or for you to do that.
07aba2 No.16519614
>>16519604
>not using the only squirrel girl that matters
d5ae92 No.16519620
>>16519614
>Squirrel nose.
You're in dangerous territory, anon.
07aba2 No.16519638
>>16519620
She's the Krita squirrel, you autistic raccoon sniffer.
063f22 No.16519651
>>16519620
Don't worry anon, kiki and libbie are 100% certified not furry.
9bac53 No.16519674
>>16519651
e621 happens to disagree.
93e392 No.16520081
https://robertheaton.com/2018/12/17/wavefunction-collapse-algorithm/
This is really cool!
But I can't figure out how to force the rules to apply to a particular cell. Do I just iterate all the rules and make a list of each one that fits and then pick one?
558c86 No.16520145
Shmup anon here.
Level loading is working fine and I have mostly finished linking menus, there is still bugs related to inital state not correctly set but it will be fixed tomorrow.
Also while looping the first level with reloading it, I've noticed and increase in memory usage.
I initially thought it was in my scripting objects. But after investigation, turns out it was in a model loading section I haven't reworked since going from OpenGL 1.2 -> 3.0+: materials loading.
I swiftly put a "FIXME: Memory leak inside" and ignored it. I'll go back to it eventually when tightening the graphix when I have to load reflections, occlusion mapping and whatnot.
After that I should be thinking about boss battle, but I think my current scripting functions should be enough.
If it's indeed enough, what remains on top of my head is implementing sound and creating music, level design, models and animations, effects, some additional screens like game over and such, and hopefully it will be finished.
So, a good chunk more related to creativity.
d70c15 No.16520383
>>16519181
Actually, I don't like the angle at which tail attached. On the second image it feels more like on first. The tail should look like butt plug be continuation of the spine.
d5ae92 No.16520484
>>16520383
Perhaps it is and the hair just makes it look like that. Besides, those people that are born with tails have it about there.
3f2ee4 No.16520822
>>16519613
Sure, money's always nice and very greatly appreciated, but I know that not everybody here can afford to pay for shit like VO, so I'm cool doing it for free huehuehue.
9202b6 No.16520825
d73d41 No.16521435
>>16519604
not enough tail/10
>>16520383
>>16520484
i can angle it a bit more when making the animations, will try something later
>>16520825
thanks!
75dd2e No.16522841
We added 2 new enemies, a resurrecting zombie that goes fast after dying and a vampire that can fly over corpses when he's in bat mode and lower your max health when doing damage. They still need balancing but I think they will make the game significantly harder at higher levels.
b18a25 No.16523013
>>16522999
I know right?
The Blood wiki is run by very dedicated people and has a lot of interesting notes about the people involved and the game's development. Might wanna check that out.
https://blood-wiki.org/index.php/Development_of_Blood#Game_Balance
202ea8 No.16523029
It's not much, but it's a start. This is a patrolling AI that is implemented using HTN, rather than primitive tech like behavior trees or finite state machines.
d5ae92 No.16523119
>>16522841
Thank God you made him faster.
fff9cf No.16523507
I was thinking about 8chanmania 33 and thought that since it's on the same day E3 wouldn't it be neat if all the commercials between the mania brakets would be for upcoming games that /v/ is making.
So if you guys want to show off whatever game you're working on in trailer form, I guess you can post it here or a gameplay video and I'll make a trailer for you out of it if you give me the propsed name.
might be interesting.
might be a stupid idea
0e9452 No.16524677
If you have a large, dynamic map with multiple chunks, how would you handle water spawners? Since they could be far off screen, despawned, but you wouldn't expect all the water you can see to just slowly fade out and disappear.
d3d7fe No.16524783
>>16524677
Maybe store the chunk of the origin inside the water and keep that one loaded in the background? Kind of difficult to say without more info about the game.
324ee9 No.16524797
>>16524677
move the water spawner to the nearest point where it's needed
46fc64 No.16525282
made a random dungeon generator
the code is sloppy but I had fun
202ea8 No.16525289
>>16524797
That won't work, if the water works as it does in Minecraft. See pic related. If you moved the spawner, you'd change the flow.
>>16524677
Don't tie chunk rendering to simulation. Just because a chunk isn't visible, doesn't mean you can't still do water simulation in it. It all depends on your game, but you might want to explore keeping one extra chunk in memory in every direction. See pic 2. The green chunks are fully loaded, the blue ones aren't visible and have no AI, enemies and other stuff you don't need. They only have things like water simulation. The white ones are fully unloaded.
34a2e2 No.16525322
>>16524677
Your question is too vague. Be more specific.
Are we talking minecraft block chunks?
Are we talking finite amounts of water, produced by water spawners, or are we talking about minecraft-style water where some water blocks are "sources" and everything else flows from it?
If you are asking how Minecraft did it, then the answer is that you should experiment with Minecraft yourself. Chances are you can easily break stuff and produce "bad" states of unsourced water.
You just don't run into those situations in normal gameplay because the time it takes for water to flow or shrink is much less than the time it takes for a player to run away and unload the chunk.
6315ba No.16525338
>>16525282
Daggerfall 2 looks good.
86d697 No.16525386
>>16525289
>if the water works as it does in Minecraft
Why the fuck would anyone want to copy that highly specific and highly retarded water mechanic?
202ea8 No.16525405
>>16525386
Beats me, but Anon didn't tell us anything more specific.
c4e189 No.16525409
>>16525282
I like it. There's not enough dungeon crawlers around nowadays.
>>16499138
Has anyone ever come across the source for a graphical game written in FORTH? There were apparently a handful of Atari games written in it, but the only game I've ever found the code to was an ASCII version of Snake.
Or maybe someone knows a graphics library for FORTH?
FORTH seems a comfy language to write in, so I want to try my hand at writing a game in FORTH.
d5ae92 No.16525934
>>16525282
If one is already making full 3D terrain, why stick with the tile movement? Is it just nostalgia or is it easier for enemy behavior?
baa125 No.16525950
>>16525934
That's like asking why someone would make a turn based strategy game in 3D instead of a realtime one. First Person Dungeon Crawlers are a genre.
d5ae92 No.16526057
>>16525950
Fair enough. I never played those games so I can't see their merits.
5dff74 No.16526154
>>16525282
wew, looks fucking amazing
9f3700 No.16526425
>>16525282
Looks a lot better than my tile dungeon game. Good work.
93e392 No.16526430
>>16520081
Not enough time to work on game, but I had a few minutes to consider the algorithm by hand (to understand it better).
I placed the top randomly, then used a ruleset, and logic'd out the bottom set. Looks similar, right?
9f3700 No.16526442
>>16525934
I have some experience with this -
Player collision detection, stuck in corners/geometry is a non-issue with tile movement. Creature AI and pathing is easier. A few other minor things are a bit easier. Mostly automated functions that build, cleanup, or distribute things can be integer-based and less error-prone.
I've experimented with both tile movement and free movement in my Dungeon Master - styled game. They're both fun as far as I'm concerned, but tiled was easier and I don't have much free time so..
d5ae92 No.16526711
>>16526425
Nice parallax though.
>>16526442
I figure, it's more doable.
d5ae92 No.16526715
Quick question: I want to upload my Programming 102 game when it's done. Where can I upload a binary that anons will even want to open?
7627a0 No.16526725
So, I'm making a little tamagotchi/digimon/virtual pet game. Other than feeding him, leveling up, and running around, I'm not sure what else to add functionally. Any ideas?
d5ae92 No.16526733
d73d41 No.16526737
>want to play a game that is the exact thing i am making
>mine won't be playable for at least 1 and half years
>156 games on steam
>"there is nothing to play"
kill me
d73d41 No.16526745
>>16526725
Training it to do tricks maybe
Give it personality, spoil too much and gets stubborn, be too rigid and it becomes afraid
d5ae92 No.16526755
>>16526725
>>16526745
Following the personality idea, give it a rebelliousness temperament parameter: it could change how much training or how much discipline would be optimal.
d6c390 No.16526769
>>16526725
Campaign combat. and evolution.
Have you played wit the pendulum digivice toys?
They had a pendulum inside that worked as a step counter, every swing the pendulum made was counted as a step that you digimon would take and there would be random battles.
In battles the strength of your attacks was partially based on how hard you shook the device as it moved the pendulum as well. additionally, the ones based on season 2 also had the digimon eggs in as battle items but the intricacies of the game are lost in my memory.
Its funny, my dream game is basically those digivices but on a smartphone with screen taps in place for battles instead of shaking it, and actual travel distance based on GPS info instead of a pendulum swing.
I'd also incorporate image recognition software for training and collecting digimon. Like if you pointed your phone's camera at a refrigerator you would see an ice digimon.
Too bad I don't know if that kind of software exists and that I'd have to work on projects for practice, many of which I would have to go into knowing that failure is a real and expected outcome before going to the dream game.
4bbc00 No.16527293
Stepped away for a few weeks after realizing I had to port to 3.1.1. Burn out is over, spent the past couple of days putting stuff back together. Levels work, ui works, terminal and required scripts fixed and working, project folder rebuilt (took advantage of the opportunity to rename imports and locations). Tested memory by reloading my level with materials on meshes, no memory usage climbing. Drew my first inventory icon, below is what I actually want my panes to be used for.
Goals for tomorrow:
> Fix remainder of scripts
> Script basic guard
> Make item box
> Build new ui menu/script for inventory
> Begin work on radar
c37bc6 No.16527696
93e392 No.16527699
>>16527293
Can you change the font so the thin lines aren't blurry?
93e392 No.16527705
>>16526745
I don't want feels over a small idea like this, anon.
6315ba No.16527708
>>16527696
Just use one of the pomf.se clones and post screenshots with it.
github.com/tsudoko/long-live-pomf/blob/master/long-live-pomf.md
c37bc6 No.16527715
>>16527708
I once uploaded a flash projector (.exe) of a game I made as a teen and no anons would open it for security purposes. Pomf doesn't seem to solve that. I've heard that itch.io scans binaries for viruses.
b42dd7 No.16527716
>>16526776
If my motivation was as great as the size of their mouths I would have released an entire series of games by now
31945f No.16527861
>>16527699
Unfortunately not in the terminal, otherwise I need to expand the entire graphic for more text space. I might do it for the item windows though, I agree it looks awful.
baa125 No.16527920
>>16527715
Anon, we get people to open our executables every demo day. As long as you post here there's implicit trust for at least some anons, and once they've tried it and shown it's safe others will likely trust it as well.
0d151e No.16528828
>>16527715
uploading it to virustotal if they have security concerns is always an option.
3aff81 No.16528837
So what's coming out in Godot 3.2?
6315ba No.16528838
>>16527861
If you're using a dynamic font (.ttf or .otf), you can turn the filter off. You might also need to play with the size, sometimes only sizes of a certain multiple work.
9f3700 No.16529162
>>16528837
The visual shader editor seems to be the big thing.
75dd2e No.16529500
We changed the camera to follow the mouse instead of just deadzoning on the player. I think it works better but feels a bit herky jerky at the moment.
d73d41 No.16529756
idle animations
ignore the light twitch on Marie and pretend the black cookie Yui is nibbling is light brown no idea what is wrong with the material
680902 No.16529875
>>16529756
Foxgirls are better when they're loli's. Just saying.
d73d41 No.16529892
>>16529875
You will be able to have a fox girl daughter if you pick either Karen or Reiko as wife
>>16529820
No lewding, missionary position for procreation only, also no handholding in public
b25323 No.16529970
>>16529892
>missionary position for procreation only
You have my blessing.
e89ba8 No.16531127
YouTube embed. Click thumbnail to play.
>>16527293
I'm deleting my old youtube because the url has already been changed once, made an update video on that as well as cover some Godot quirks and project objectives. New channel if anyone here was subbed:
https://www.youtube.com/channel/UC2CjO_5rH15qrQCz7AfE0SQ
65bfa7 No.16531175
>>16529892
>handholding in public
202ea8 No.16531305
>>16529500
This looks so much better than what the demo had.
>>16529756
What's the girl in the long purple dress supposed to be? Not the fox girl, of course. The other one.
d73d41 No.16531477
>>16531305
The tall one with wings? she is Elly the timid succubus
>>16531311
What is Koakuma's personality anyways? did ZUN ever specify?
75dd2e No.16531773
>>16531305
>This looks so much better than what the demo had.
Thanks anon. Did a playtest today and got the same feedback, by far the best change we have implemented.
I'm having an issue, I need to figure out a good room locking algorithm. So far I've just randomed what rooms to lock which breaks down on circular maps like pic related. I'm pretty happy with placement of spawn and goal, but figuring out what rooms to lock along the way and where to place keys is a bit tougher.
75dd2e No.16531781
>>16531773
Forgot the picture
6315ba No.16531786
>>16531773
You could use A* with each room being a node and the doorways connections. When you lock a room, disable the connections, then pick a room for a key location and see if you can path to it. If you can't, pick another room until you find one that you can path to.
75dd2e No.16531821
>>16531786
I forgot to explain how my keys work, my bad. We have 2 key types, gold and skeleton Gold key (GK) only unlocks the final room marked G. Skeleton keys (K1, K2) unlock any other door (L1, L2). The number is the order of locking and key placement. What you proposed is basically what I do now. Problem is, I lick L1 and place K1. After that I lock L2 and place K2. The player can now enter L1 using K2, meaning they are locked out of L2 and can't get GK, making the level unbeatable. This wouldn't be a problem if K1 and K2 were attached to their specific rooms, which is how we used to do it but changed it.
My current thinking is maybe the pathfinder should check if it can't walk straight to the key, it should instead keep tabs of if there are enough reachable keys to reach the new key?
ff0736 No.16532461
>>16531821
Dijkstra would be a better algorithm for that if you store a simple representation of your rooms (room node, its connections, if the connection is locked and if the room has a key).
I'd place keys and locked connections on the representation randomly, then I'd brute-force it by running Dijkstra trying to find the keys in order.
And as a bonus, you'd be able to calculate the shortest path to every key and the total shortest path to the end of the map. You could use this to calculate the difficulty of a level.
75dd2e No.16532701
>>16532461
Yup, this is pretty much how I ended up doing it. I basically random out all the rooms that will be locked. then I use pathfinding to find all locked rooms that can be reached by only unlocking those rooms. Place keys in rooms between those rooms and spawn. Unlock rooms in my temporary datastructure, repeat for rooms that are deeper in the structure. It's brutish but works fine since a map is at most 150ish rooms. As a bonus I added some more statistics and data to rooms that avoids clustering of key spawns.
93e392 No.16533650
Speaking of room generation, I'm still having trouble trying to figure out the logistics of shaping rooms for my Metroid hack. Rooms need to be hallways, or square, or irregular shapes, they need to be interesting, etc., and some are 1x1, and some are large, and nothing can overlap or be larger than 16x in one axis, or have an area larger than 50 screens.
I can expand a node into say, 3 or 4 rooms and have them join in series, but I'm not sure how I'd determine their shapes in an ideal way
22142c No.16533732
>>16509293
That's pretty fucking clever honestly. Doesn't Godot already have some hi-tech audio-physics engine though?
65bfa7 No.16533968
>>16531311
>>16531477
Succubi are only allowed if they get super bashful and embarassed about small wholesome stuff
8fb309 No.16534377
>want to mess around with procedural generation as well
>have no game to try it on
Life is so hard
93e392 No.16534417
>>16534377
So don't worry about the game aspect, work on the procgen part of it and get individual parts of it working until you have a working idea
baa125 No.16534454
>>16534377
Don't worry about it, it's not like >>16525282 has a game.
Like damn anon I really like the stuff you make but please just actually make a game for once-tier. I'm nearly sure you're the guy who's posted the most new projects on here out of all of us.
e775d9 No.16534460
>>16533650
I'm guessing this will be the hardest part of your game as rooms are more important than layout in Metroid. I guess you need to build some kind of metrics based system using character abilities as the starting point? How the player can jump, climb etc.
>>16534377
>just like make gaem
7474a8 No.16534469
>>16525282
That's quite amazing.
93e392 No.16534485
>>16534460
I have a few ideas how I'd approach the actual tiles in the room, but right now my hurdle is connecting screens together to make things fit. Making sure doors and stuff connect the way they should. I don't even know if I should do doors, then rooms, or the other way around, or just do them both at once and expand out a door into a room and repeat.
However, since it's node based, each edge contains a mobility item flag, so I could say that to go from Door A to Door B in a certain room needs a particular item, and try to incorporate that
e775d9 No.16534522
>>16534485
Aren't doors in Metroid basically portals? I'd do rooms first, mostly because from where I'm looking it's the biggest hurdle to make fun. If you can't generate fun rooms (just in terms of layout) the idea doesn't work.
1d4817 No.16534527
>>16534522
they are, and if you look closely most of them (if not all, not sure) connect to the edge which prevents rooms from overlapping
otoh the layout's not randomized anyway, so there wasn't any need for it.
93e392 No.16534529
>>16534522
They are portals, but the map design is such that there are no overlapping rooms on the minimap. You could always override this and do whatever bullshit you wanted to.
d35759 No.16534548
I made a card system so people can eventually share custom clothing textures with them. Like in existing Japanese games. Except this stores large amounts of data (512x512 RGB image). 2nd pic related stores 3rd pic related.
e775d9 No.16534549
>>16534527
>>16534529
Alright, yeah in that case I would argue that the connection and movement between rooms is essentially trivial, at least in comparison to generating compelling rooms.
It's an interesting issue which I am also working with, what makes an interesting room? We have no platforming elements so essentially we can play with shape, enemy placement/composition and trap placement. The dude who did the mapgen for Gungeon said he thinks it's more about the layout of the map than the actual rooms but I'm not sure I agree.
202ea8 No.16534620
>>16531311
>>16531477
So I thought right.
>she is Elly the timid succubus
Absolutely wonderful. Almost anyway. Horns >>>>> stupid little headwings.
>>16533968
>not posting superior cute succ
d73d41 No.16534762
>>16534620
headwings are superior, specially when you can animate them to make her more expressive
>>16533968
source?
202ea8 No.16534788
>>16534762
>headwings are superior, specially when you can animate them to make her more expressive
I respect your opinion, even if it's wrong. :^)
Does she at least have a tail with a cute spade at the end?
>source?
It's Yuuutsu to Succubus-san, which hasn't been updated in a year.
6315ba No.16535324
>>16533732
Godot has nice audio mixing tools and lets you specify per-area reverb, but it doesn't have 3D audio features besides simple positioning. I'm not very satisfied with my solution right now but I have an idea that should greatly improve it.
93e392 No.16535696
>>16534549
I thought I posted it ITT already but here's a mockup room I populated by hand myself.
The ten black screens are places the room shape didn't reach or are flagged as used by other rooms, so they're not candidates for this room. I drew a random rectangle that intersects at least one screen, until every screen had at least one rectangle on it. Then I merged the rectangles to create the blue region. This could happen after the general shape process I'm trying to figure out, and this is only one possible approach.
After this, I'd need to make analyze the room and look at places the player could stand and attempt to place platforms for them to navigate up, enemies, etc. After all that, the cosmetic stuff for the room (slightly sloped floors, interesting tile arrangements, etc). The cosmetic stuff I'm not concerned about for some time.
65bfa7 No.16536059
>>16534548
The second pic makes me think that the border+kanji is where you pull the info from but then the first one has them all black?
Also I assume that the mesh info comes from somewhere else,unless you are doing some fancy generation If that is the case please tell me how to do it.
Well done no matter what,good job.
>>16534620
I had these on my pc already so it was faster.
>>16534762
>source?
Its on the picture anon,Yuuutsu to Succubus-san
The dude is literally named Depression
d73d41 No.16536071
>>16534788
>>16536059
Morrigan is my idea of perfect succubus design, so no, Elly doesn't have a tail
Thanks for the source
Need help here, we are doing the UI now instead of using ugly programmer graphics, and i drew this sample of what i want for the ingredients, what do you guys think?
93e392 No.16536090
>>16536071
Why does quality and freshness get a 5 star rating while other values get scaled to 100%?
I assume freshness is how much of the 48 hours have elapsed.
I would suggest making the numbers a fixed-width and aligned, like pic related. It makes it much more readable imo. The placement of the flavor text is fine, because you have key/immediate details of the item, and then the groups it belongs to (meta stuff)
510abf No.16536105
I mostly looked into how Particle Systems work today. Made a simple fire effect and added it.
baa125 No.16536110
>>16536059
>but then the first one has them all black?
Probably has the data encoded into the least significant bits.
d73d41 No.16536115
>>16536090
Because quality is by far the most important attribute, i wanted it to attract the user's eye
Freshness could be reviewed, it is less important unless you are preparing something raw (like sushi or a salad)
I think i will make it in 3 stages
Fresh: [time until starts losing freshness]
Fresh: percent% (at this point it starts dropping to zero)
Stale (when it dropped to zero)
I like the idea of aligning the numbers, indeed looks better
93e392 No.16536124
>>16536115
Freshness is probably fine as-is, I was just curious as to why it (and quality) got special attention.
202ea8 No.16536135
>>16536071
How would you lay that UI out on the screen? Could you show us a mockup? Just take a screenshot and put this on it (to scale).
It would be easier to judge, when seen in context.
>Morrigan is my idea of perfect succubus design, so no, Elly doesn't have a tail
Disgusting. Just joking. I may prefer horns & tails, but Elly and Morrigan are still cuties. It's kind of how I prefer lasagna over pizza, but if you serve me pizza, I'll still be really satisfied.
d73d41 No.16536157
>>16536135
Something like this
202ea8 No.16536190
>>16536157
So it's a tooltip. Yeah, that looks like it could work.
I'll play hour last demo again tomorrow. I found the interface quite bad, but I can't tell you what it was from the top of my head.
d73d41 No.16536238
>>16536190
I know it was horrible, we put it together hastily, we couldn't finish the cooking system, this time it will work and look great
cfbce0 No.16536253
>>16536071
Its like the sad panda od vegetables.
202ea8 No.16536257
>>16536238
I'll give you an itemized list of everything that bugs me. Hope it'll help.
d73d41 No.16537031
>>16536257
yes please
>>16536253
you mean the tags? since tomato is a raw ingredient it only has the descriptive tags, if it was a dish it would have content tags that would say which ingredients were used in the dish, so some foods will have tons of tags
93e392 No.16537036
>>16537031
No he means it reminded him of the way Sadpanda renders their header info for galleries. I can't unsee it, the fucking funny madman
But also, yeah if there's a huge tag dump, they should go at the end of the tooltip. Maybe consider moving the weight/kcal up higher then in that case
d73d41 No.16537068
>>16537036
Why are Sun and Moon girls so fucking HOT?
7474a8 No.16537150
Help me, /agdg/, game development is my childhood's dream, but I can't move a finger to code, draw or compose for a gaem, my body refuses to just like make it.
d73d41 No.16537181
>>16537150
>study alchemy
>make a new body
>transfer your soul to it
Worked for me
7474a8 No.16537282
>>16537181
Hi, /fringe/, long time no see.
>>16537191
>>16537194
>>16537208
>>16537218
hello /32/
I'm unironically reading all of this.
93e392 No.16537296
Spent the last day working on a priority queue / minheap since C# doesn't natively have one in it's standard library for some reason.
https://pastebin.com/raw/zimGKUYg
Now that I have that, I can go back to my waveform collapse thing, and hopefully get my progress back on track
22142c No.16537355
>>16537150
>I can't move a finger to code
Stop being a little bitch and go find a book on learning Python at your local bookshop. Programming is easy unless you are literally retarded. Read through it and do the practices. You have no excuse not to force yourself to do this other than being a B I T C H. Anyone can program, even colossal dipshit yanderedev can. The fact alone that he can write garbage code is still better than someone who has given up before even trying. Are you going to let yourself be upstaged by an ugly faggot jew? Or are you going to put on your big boy pants and stop crying about what you can't do and learn?
93e392 No.16537369
THE FOUR PILLARS OF GAMEDEV
(courtesy of #GG thread)
>Video games are designed to push capabilities of the computers and systems that they are running on.
>Video games are designed to be a testament to the people that designed and coded the program which is now on display.
>Video games are designed to be exercises and experiments that tests the capabilities of the players, who now are involved and operating the program.
>Video games are designed to be entertainment for people to have fun with an be intrigued by.
It's convenient that there are four tenets, this could correspond well to the /agdg/ logo
22142c No.16537419
>>16537369
Games are first and foremost about fun. That should be #1. Being a "testament" to the people who made them is namefaggotry. I'm surprised someone in the GG thread of all things is espousing "muh ego" when that is polar opposite of our values. Caring about making a name for yourself is what faggots and goons do. Pushing hardware was only true until around 2008, and hell, gorgeous games have been made that can run on toasters. Efficient resource management is the name of the game, and the majority of modern developers don't even give a shit about that when making games for modern consoles. Point 3 is fair and a tenet of good game design.
deaecd No.16537428
>>16537355
>>16537150
It doesn't even have to be that hard. Download the free version of GameMaker, use their built-in tutorials, and learn as you go. Do the simple drag-and-drop stuff if you're truly braindead, then learn how to do the same thing but with code blocks. It's all done in a basic scripting language that is very similar to Python, and it compiles to run on anything.
The problem, I think, is that you care too much, so you've put too much pressure on yourself to succeed at making your dream game. I've done this too.
All I want to see from you, 747anon, is a game where I click on jews and then they explode.
That's it.
Can you make that in GameMaker for me?
22142c No.16537448
>>16537428
>Download the free version of GameMaker,
Let me stop you right there. GameMaker is a horrible place to start because its attempts to make things easier only result in a worse understanding of what is even going on in the code. And GM is probably the worst engine you could use. Godot is better and FOSS, and has plenty of tutorials these days.
d5ae92 No.16537512
86d697 No.16537515
>>16537369
>>16537419
>>Video games are designed to be exercises and experiments that tests the capabilities of the players
>Point 3 is fair
No it isn't. Farming games typically aren't difficult in any meaning of the word, but they're very comfy and enjoyable to play when you just want to take it easy.
That whole list is kinda shit and written like a pretentious blogger who took a game culture course at university, I don't know why you'd would want to use it for guidance or whatever. Videogames are a form of entertainment, and as long as you're getting some kind of entertainment value out of it, then it's doing it's job well. Even the last point is shit, at least in it's current written form, because it implies you need to get either "fun" or "intrigue" out of it, those are specific kinds of value but do not encompass every kind of value. For example I wouldn't call clicker games particularly "fun" or intriguing, but it's still satisfying in some way to see your numbers raking up faster and faster. Then there's the classic example of horror games, which are made compelling by the negative emotions it causes you to feel, I don't know why but maybe it's because you can experience a novel feeling without actually being in danger. And with all that said, even "entertainment value" isn't necessarily something you need to have. Think for example educational and informative games, it's not that there's a lot of them but you shouldn't limit yourself out of that potential field just because it's not "entertaining" enough. I'd gladly play a game that taught something interesting in a compelling and easy to understand way even if it isn't particularly "entertaining".
7474a8 No.16537548
>>16537355
That was a beautiful rant, but I'm sorry to say I already know how to code, I was talking about not having any energy to code, even when I know how to.
>are you going to let yourself be upstaged by an ugly faggot jew? Or are you going to put on your big boy pants and stop crying about what you can't do and learn?
Shit, this was quite moving.
>>16537369
This looks like zoomer talk, and therefore highly ornamented bullshit, I don't trust GG people, although they have good intents.
Game-related definitions are always sloppy and subject to heavy amounts of controversy, and I really find them quite useless, nobody makes or play games because of definitions. If there's any pillar to amateur gamedev is only one and it is
>make the game you wished it was real
That way not you only solve the motivation problem, you almost guarantee some ammount of innovation, even if you are into cloning already oversaturated genres, you'll make that unique incrementation that maybe stands out and gains immense appeal from the public. At worst, your wish is now true, even if no one gives two shits about it.
>>16537401
I was in this thread, the guy was kinda nutty, I would take that advice with a grain of salt.
>>16537428
>The problem, I think, is that you care too much, so you've put too much pressure on yourself to succeed at making your dream game. I've done this too.
Not only that, I also feel quite anxious when I'm working in a medium or long project that isn't my dream project, I'm convince myself I'm "practicing" but it feels like a waste of time, then I go make the dream project and realize I'm bad at this, it's gonna take forever, then think "I should practice with something else". The cycle never stops until I quit.
>All I want to see from you, 747anon, is a game where I click on jews and then they explode.
Ok, but I need to sleep right now, by tomorrow you'll have it here, or in the next thread.
>>16537448
>tfw can't into godot
Anyway, I'll try developing a habit of gamedevving anything daily, maybe I'll not get results but at least I'll feel like I'm not completely wasting my time.
65bfa7 No.16537566
>>16537548
>I would take that advice with a grain of salt.
Goes for all advice really.
I didnt see anything obviously unhelpful in his list but then I haven't actually checked the specific sources he mentioned so I might have missed something.
The only advice to take without doubt is the onionpill
d5ae92 No.16537716
>>16537150
There are no magic words that will brainwash you into action. For every yesdev there must be hundreds of dreamers who never make anything. Do or die.
e775d9 No.16537916
>>16537548
>hurr durr muh energy
You sound like a lazy faggot. If you already know how to program there's no excuse. No energy to make vidya an hour or two in your spare time? How the fuck are you ever going to take care of a family or home? Might as well give up life right now.
306506 No.16538146
>>16536071
>>16536157
Too large in my opinion. You don't need the icon in the tooltip since it is already present in the UI. The filled icons for quality and freshness make them more vague, especially when compared to how specific the property numbers are. Rather than saying how long the produce lasts, showing how much time is left before it becomes stale is more useful. Consolidating down the properties to non-zero ones is an easy way to save space and make the user read less. However that depends on the common use case. If it's common that foods have a little bit of every property then having a consistent display allows them to associate positioning with a property, which is helpful. Design around the most common use and data being presented. (At the very least do not center align text you want users to scan vertically to quickly read and compare values.)
ca8265 No.16538154
>>16537369
You could make a good game with almost none or none of those pillars.
0559ad No.16538204
>>16537716
>>16537150
>tfw you occasionally daydream about making your perfect game but never do anything to make it real
Good luck to all of you glorious bastards trying to make it though.
0080ef No.16538242
>>16537150
I've been in the same boat until just very recently. I'm gonna reveal a trick to all of you which worked wonders for me.
1. Learn how to study
This is probably the most important thing you can know in life and I wish I learned it sooner. Basically you must know how to properly sit down and read about a topic and letting it sink in. If you do that right then everything will open up to at least beginner's level which is usually all that is needed to advance further.
2. Learn a bit about everything!
Gamedev is a combined skill. That means there are many different fields that come together to create the experience. Learn about texturing, learn about programming, modelling and everything else. That way if you don't feel like doing something specific, you can still do something else instead and in the end you will still build up your game instead of doing nothing.
I'm not sure if this will be of any help to you but others might benefit from it. I know it worked for me.
d5ae92 No.16538399
>>16537369
>Push hardware capabilities
No, there's plenty of games that don't.
>Testament to makers
Often, but not a pillar since thhere's even anonymous games and FOSS.
>Test capabilities of players
Easy modes exist.
>Entertainment and intrigue.
What about those educational games that aren't interesting nor fun?
THE PILLAR OF GAMEDEV
>Just like make game.
No need to reinvent the wheel.
baa125 No.16538549
>>16538399
You're all, including the idiot that reposted it here, incapable of reading it seems. Actually bother to take a look at the image:
>the "four olds" upon which video games were invented
The first certainly pushed hardware capabilities. People did do so to leave a legacy. Easy modes still test your capabilities, just with a lower bar. And edu"""""gaymes""""" are shit and don't count as actual games.
202ea8 No.16538563
>>16536157
>>16537031
Okay Anon, here we go. This is mostly functional feedback, not design feedback.
Labels:
>shouldn't be visible at long distances, since you can't read them anyway
>problem gets worse depending on your perspective, because they might overlap (Overlap.png)
Make them fade out at a distance, so they don't clutter your view. Another thing worth considering is not showing them at all times. Since it doesn't look like the right mouse button does anything at the moment, you could make it so that holding rmb shows a dot/crosshair at the center of your screen. If you put it above something of interest, you see the the labels with some information. This would keep your game a lot cleaner looking. Alternatively, you could do it globally rather than per-object, by just adding a toggle for the labels. While this would be easier to implement (although not by that much), it wouldn't fix text clutter in places where there's a lot of stuff/people.
Inventory:
>needs title, just says "Base Window" (others as well)
>use proper units (see Inventory.png. Having "10000" doesn't tell me anything, because it's used for countable items like carrots, but also for uncountable ones like powders)
>make sure the units are consistent. It doesn't matter what numbers you use internally for the calculations, but the displayed values should be relatable
>it would make sense to allow switching between metric and imperial systems
>since there's tons of tags, auto-completion in the tag filter would be welcome. It would be best if it only auto-completed the tags actually present in your inventory
Cooking window:
>the current number of points should be together with the bonuses you can use them on, as opposed to the timeline
>why does hovering over the truffles turn the oil icon into a truffle (Cooking.png)
>hovering over a bonus should preview its effect visually on the bars to the right
>since that wouldn't help a whole lot, if the affected stats are scrolled out of sight, you could hide all other bars while hovering
One more thing. You know what this really needs? Something to plan recipes. Having to switch in and out of multiple menus to remind myself what it was I needed is a huge PITA. Simpler games might use a pinning system, but I'm not sure that would work here. You might need to follow complex recipes to make the ingredients to use in a different complex recipe for the thing you actually want to make. Add a notepad the player can write on.
d73d41 No.16538607
202ea8 No.16538628
>>16538607
Now, this one isn't UI, but fuck me. The parallax mapping is far worse than what I saw during demo day. Also what's with that artifacting on Elly's boobs? Looks almost like there are two overlapping meshes.
d73d41 No.16538657
>>16538628
Elly's cape had a problem on the demoday build (same as Adam's jacket) i fixed those
The boobs is just the toon shader, we need to configure it better
I have no idea what is causing the roof, wall and hat texture problems i properly UV mapped those
202ea8 No.16538749
>>16538657
>I have no idea what is causing the roof, wall and hat texture problems i properly UV mapped those
(Shoddy) parallax mapping. If you're using the old standard shader from Unity, you added a height-/displacementmap to just about everything. Normal maps, Anon. Use normal maps. You can use normal maps everywhere you use them, but they might require different meshes. It's about the angles you're trying to fake using normal maps. They can't be too steep.
d73d41 No.16538789
>>16538749
Yeah my brother was looking at it, it was heightmaps
ec93a7 No.16538854
>have 3 months of being NEET to work on gayme
>already spent almost a month on learning animation
>only made a few animations (that aren't garbage) so far
>haven't even touched the huge backlog of features
I'm never going to finish, am I?
93e392 No.16538870
>>16538854
Motivation is a shit. What you need is persistence. Motivation comes and goes, you need to do a little bit every day (15m) and a bit more on free days (hours).
Make a list of everything you need to get done. Don't write "animation system", go into detail. What does it do? How does it do it? What do you need to learn? Break it down into very small pieces. Keep a to-do list, keep a changelog. Every time you implement something, cross it off the list and add it to the log.
34a2e2 No.16538880
>>16538854
As someone who has been working on a gamedev project for a long time, I can assure you it takes a long time to get stuff done.
When you don't really have deadlines, you wont bother with scoping. And without scoping, your project will constantly spiral out of control.
If you decide to scope a little, then this very quickly ends up transforming into iterative development. You first implement support for x, but not for y because it's out of scope. A few months later, you decide that y is pretty cool and you end up putting it in anyway, but not z. But of course, you are going to implement z, because again, you have no deadlines, so no pressure.
The other issue you run into is that you, as a person, are constantly improving your skillset and change your desires. What art you produced last week might not be what you truly want to see anymore, so you toss it into the "placeholder" category, never to be touched again. This, of course, also don't really get you anyway.
The best thing I've done is deciding to participate in demo days, as they set deadlines for me to strive for. Even though I often end up producing a whole bunch of placeholder-but-actually-destined-for-the-garbage-bin content the week before just so I don't push out a pure tech demo, it is very satisfying to slowly see my project build up into something that actually works as a game.
86d697 No.16538975
>>16538854
>learning animation
Of course you'll take a long time if you're learning entirely new skills. People these days are ridiculously impatient, probably thanks to the internet and modern entertainment that's designed to give a constant stream of instant satisfaction and never let go of you.
312d2d No.16538981
>>16531127
>> OLD YOUTUBE HAS BEEN NUKED <<
Radar works. This will be a menu that can be pulled up. Like Final Fantasy X, I plan to have an option to allow for closing the menu to either reset to the default menu or to remain on the last opened menu (so the player can quickly swap powers/items, command squad, navigate radar, access terminal, etc).
A lot of anime posting going on here, anon. Get back to work or I'll start calling you names like: nodev
5dff74 No.16538988
>>16538981
FUCK I missed the last post
are the unreal vids really gone?
312d2d No.16538998
>>16538988
No, not all of them. I kept the ones I want to reference most as keystones. Link to the new channel:
https://www.youtube.com/channel/UC2CjO_5rH15qrQCz7AfE0SQ/videos
312d2d No.16539011
>>16538998
Forgot to mention but, after next demo day, I plan to make some more and release the project so other people can play with it. The code needs a ton of touch-ups though, right now it doesn't even compile.
5dff74 No.16539015
>>16538998
oof, thanks bro. Don't want another Emile Ainsley situation
312d2d No.16539066
>>16539015
Remember to download all of your favorite videos, because one day YouTube WILL die or at least channels will either be taken down or be inaccessible.
5dff74 No.16539072
>>16539066
hope this is enough
d73d41 No.16539107
Ok what now? I am keeping the item icon because this tooltip can show up when you mouseover the item name in texts
bca83a No.16539191
93e392 No.16539230
Okay, I'm fucking baffled. When using SFML.Color inside a "Rule" object, a stack overflow is caused when I try to inspect a List<Rule<Color>> to see if it contains an existing rule.
The top implementation fucks up, but the bottom one works fine. What is the difference here?
93e392 No.16539238
>>16539107
In addition to a colored dot, I'd maybe recommend a small icon in the corner for the effect modifiers. I don't know if grey is a good candidate for "always active" (the logic being that grey is neutral, that's fine), but I think it should be green so it's more noticeable. But then that'd conflict with Fresh
d73d41 No.16539241
>>16539238
yeah i was thinking about that, will make a simple icon for each
d5ae92 No.16539259
>>16539107
Will all tomatoes have the same stats or will genetics allow super sour ones?
d73d41 No.16539275
>>16539259
These are the default stats.
There will be plant genetics, but they will act like modifiers (example: [+15 sour] or [cherry tomato mutation]), instead of changing the stats slowly every generation, this way will be more clear for the player when the crops have mutated and which seeds he should use to cull or preserve a mutation
75dd2e No.16539299
>>16539230
Top one is recursive, second one isn't? Am I missing something?
9b73f3 No.16539304
>>16510922
Can you share the video, anon?
d5ae92 No.16539339
>>16539275
I see. Too much complexity could be repelling for players after all.
93e392 No.16539351
>>16539299
After some digging, it seems that the cause is that .Equals() is actually Object.Equals(object other) which breaks things for some reason.
93e392 No.16539356
>>16539351
Specifically, EqualityComparer will call the Equals(Color) method directly, whereas without it, the Equals(Object) method gets called instead.
But the (is && Equals) pattern is used in the C# standard library elsewhere without a problem
3cd0e9 No.16539369
>>16538981
Prettied it up, terminal text editor can be toggled. Opening a new pane will hide any others. I plan for a hint to be on the bottom layer, pointing at the buttons to indicate they can be pressed.
93e392 No.16539373
>>16539356
>>16539351
Okay I actually rewrote their source code there. Here is their actual source verbatim. They're using a lambda expression to check equality. I think what's actually happening is that the Object.Equals method is calling itself because of inferred method typing
5dff74 No.16540353
>>16539191
it's a meme like any other, got burrowed into my brain, it's reflex now but I get it
7474a8 No.16540399
087630 No.16540593
>>16540353
I feel the pain, devanon. I was saying it for years before memers claimed it. Now it is soy.
baa125 No.16540634
>>16540399
>tfw zogged
>tfw can't ever be unzogged forever
Truly the blackpill of videogames
ca5de7 No.16543805
>desperately want to dev
>can't because it's 3am and family has normal sleep schedule and PC is set up in living room
>it's driving me crazy
I feel like I've joined opposite world
c23495 No.16544412
Im starting to watch unity tutorials. I think I want to try making something. I'm going to start small and get the hang of it, then try something larger.
410028 No.16544555
>>16543805
do they sleep in the living room?
just get them used to you being up at night, at that point it doesn't really matter where.
>>16538854
>I'm never going to finish, am I?
depends, is your problem not even starting? as >>16538870 just plan a certain amount of time each day, doesn't have to be long but might be longer if you want to. if not do at least the bare minimum. also keeps the "I really should get to it again" feeling at bay.
63f80e No.16544695
Some buddies and I are throwing around some ideas for a fighting game and I think we're gonna do it, but I don't fully understand how hitboxes work. I know how it's done in Mugen, you just draw boxes over every frame of animation, but how is it done in other engines? Do they make a bunch of boxes from the get-go and make them pop in and out or change size when need be, or are they making new boxes on the fly with code like Mugen? I've tried animating CollisionShapes and CollisionPolygons in Godot but that leads to weird results, so how does all this work?
63f80e No.16544701
>>16544695
why do I always make these posts at 2 in the morning when no one's gonna see them
34a2e2 No.16544726
>>16544695
AFAIK almost every engine does it roughly the same way.
63f80e No.16544751
>>16544726
If that's the case then let me rephrase the question, how do you draw the boxes and use them to check collision? I assume there's some simple functions for that in UE4 considering I just posted an example of it and every fightan is using that engine nowadays, but how would that work in Godot?
75dd2e No.16544819
>>16544751
I would probably use a custom format for animations where I bake collision data with animation data. You could use Unity even, you just load the frame into a sprite, draw your colliders on it then make a custom export tool that you can use however you want.
5c31cd No.16544899
>>16544751
Keep the hitbox data in an XML or Json file or something, then read all hitbox information for all attacks from all on-screen characters into memory when the round starts. For each frame of an attack read the hit-box data from memory, mirror it horizontally if the player is facing the opposite direction from how the frame data was entered, then offset the position using the player's position. An animation consists of an array of pointers. Each pointer is a frame that points to an array of hitboxes that can be looped through. Either terminated with a special entry or you can store the size. It's up to you. You have an array of pointers so you get O(1) complexity to access any frame of animation.
To actually detect collision, loop through player 1's attack boxes and see if they collide with player 2's hit boxes then loop through player 2's attack boxes and see if they collide with any of player 1's hit boxes. React accordingly. To make up for how horribly inefficient this is, you can reduce the number of boxes, use multiple threads, and use a very efficient collision algorithm made specifically for this.
Here is some psudo code for such a collision detection algorithm. Doesn't work if the boxes are rotated, but that's to make it faster.
var rect1 = {x, y, width, height}
var rect2 = {x, y, width, height}
if (rect1.x < rect2.x + rect2.width &&
rect1.x + rect1.width > rect2.x &&
rect1.y < rect2.y + rect2.height &&
rect1.y + rect1.height > rect2.y) {
// collision detected
}
You should do this by creating a c++ module in Godot.
https://godot.readthedocs.io/en/stable/development/cpp/custom_modules_in_cpp.html
Expose functions for loading animations by giving it an XML filename or something, and expose functions to check if a collision is taking place by asking for a specific frame of a specific animation. Needless to day, this should not be run on the main game thread.
8f1b56 No.16544947
>>16544751
I'm not 100% sure I might be completely wrong but there are groups in Godot. You should define areas and animate them as other anon said, but you can do it in Godot. And you should assign those areas to groups.
You should have 4 groups:
P1 attack areas
P1 damage taking
And same for P2
You are interested in attack group entering damage group event.
It works well for bullet hell, I assume it should work for fighting.
5f32b4 No.16544968
>>16512390
A little too late but have you looked at this?
https://web.archive.org/web/20190119144926/https://developer.valvesoftware.com/wiki/SDK_Docs
Also are you the guy who asked for info on the Source engine int the Valve thread?
75dd2e No.16546339
Added a new gun, inspired by the flare gun from Blood.
5dff74 No.16546366
>>16546339
>that font
occultusdev? took me long enough to notice
75dd2e No.16546387
>>16546366
>occultusdev
No idea who that is but it's not me. Font is actually our own pixel font.
5dff74 No.16546398
>>16546387
>No idea who that is
lurk more
http://8agdg.wikidot.com/occultus
it's eerily similar
75dd2e No.16546417
>>16546398
Weird that I've missed, game looks pretty good, is he still working on it? No activity on the wordpress for a while. Sure does look similar, I agree.
5dff74 No.16546522
>>16546417
>does look similar, I agree
and that's a good thing, I like the style
I think this was his last public outing
https://www.kickstarter.com/projects/blackwoodsoftware/occultus
But he is still works on the game
team-up when?
75dd2e No.16546536
>>16546522
>and that's a good thing, I like the style
Thanks!
>I think this was his last public outing
Well that must feel pretty bad.
e20771 No.16546766
shmup anon here
orz
Did fix all the initial state when switching between menu and game mode.
Now thinking about boss and animations and…
What I already have is pre-calculated bone animation, this would work fine in, say, TBS when you can ask "play this animation" and be done with it.
In my case I would need to have minimal bone movement controlled in game, which mean either a full calculation CPU side and then send the bone values along with other data.
Or something in between where I can send a few bone value and then skip the animation lookup on those few bones, which is doable but tricky (also might give weird animation I think)
I'll have to write down all the animations I have in mind for bosses and check if I'll do either the all pre-baked animation, or all CPU calculated for now. (and have small regular unit just shoot projectiles without specific animation)
d5ae92 No.16547278
>Gotta make winforms OOP minigame for Programming 102.
<Immediately install C&C & modtools to extract infantry sprites and sounds.
15bff8 No.16547372
Here's a public domain video game setting. You can do whatever you want with it.
6951fa No.16547805
>>16522841
I'm liking the speed.
Hope the weapon is something like a level 1 thing.
93e392 No.16548137
>>16544726
What is each image implying? I know about hitboxes, but how can you gauge which one is a better implementation than another?
SF vs KoF looks like it comes down to preference, with SF being easier to disrupt move. Skullgirls is obtuse. Guilty Gear seems like it would favor clashes and aggression, and … Brawlhalla seems interesting
15bff8 No.16548161
>>16547372
The setting expands.
34a2e2 No.16548363
>>16548137
The image shows the different ways the developers design hitboxes.
What is "better" depends on what you think a good hitbox looks like for your game.
I linked the image to show that the underlying implementation is identical between games.
93e392 No.16548385
Don't suppose there's a longer version of this document floating around? All I see is a 2 page brief, that alludes to more.
I realized that even if SM's rooms are vertical, they still follow a similar "floorplan" idea to a real house
5c31cd No.16548396
>>16548385
I have these, but it's not quite what your asking for.
I also have a 116 page 43.2M technical paper on procedural floor plan generation but that won't fit in the upload limit.
I can search around and try to find the longer version of the paper your asking for, and get you a link to the big paper.
5c31cd No.16548412
>>16548385
I found this paper by the same guy. It looks like it has some good info but it may not be exactly what you're looking for.
Also a second paper on the subject just for good measure.
5c31cd No.16548416
>>16548385
Last post. Link to the 116 page pdf on floor plan generation I was talking about. Looks like I've already posted a shorter version.
http://www.diva-portal.org/smash/get/diva2:971108/FULLTEXT01.pdf
93e392 No.16548421
>>16548416
>>16548412
>>16548396
Thanks. I skimmed most of them rather quickly to see how relevant they'd be. So far the first and last one seems the best. I have some on ideas how I'd solve some future room stuff
5c31cd No.16548430
34a2e2 No.16548741
Added key remapping config window thing.
I always thought Maplestory's way of doing so was very rice, so I decided to do the same thing. I also made it possible to bind to keys not shown by simply pressing those keys whilst holding the action, so that limitation doesn't exist. This simply puts them into the "unbound" bin below, with the name of the bounding on them.
Of course, this does still mean that actions can't be bound to:
>multiple different keys (e.g. Q OR Mouse4)
>combinations of keys (CTRL+1)
But those have some ramifications as to how the engine process keys as a whole in the context of netcode, so I'm not bothering with that for now.
26db50 No.16548773
YouTube embed. Click thumbnail to play.
For anyone developing in Godot, here is a very in-depth video on GDScript. ANUBITEK progress post soon.
>>16548741
Stellar. A big fan of input remapping, so god speed dev-anon.
24cf20 No.16552643
I've been getting bit in the ass hard for using a memelang with an experimental toolchain that's not even being actively developed anymore.
I truly do not understand what the fuck is going on.
I installed luarocks and got it set up so I could use luafilesystem for getting a list of resource files at compile-time, and ever since then random files in my project have been refusing to compile, complaining about seemingly random require()d source files that are obviously there (and no, there's no spelling errors). This sounds like a trivial problem but I'm genuinely perplexed as to why this occurring. I've tried changing file permissions. There are no symlinks.
The only pattern I have observed is that for certain files, the errors occur when the source directory is contained within an odd number of directories down from root, and everything is okay when the source directory is contained within an even number of directories, which makes me suspect that there's something wrong with the way the paths are being parsed. One would think the trivial solution would be just to move my project into another directory, but this pattern doesn't work for all of my files.
7f8347 No.16552866
>>16548741
>Input remapping
Very boner, only problem is that it's specific to the US ANSI layout and some europeans might screech at it.
You might want to think of modifiers or any other keys and have some kind of 'layer' action. For example pressing Left CTRL has a new layer separate from the normal layer.
34a2e2 No.16552937
>>16552866
Although there is the whole "ISO vs ANSI" issue, that really is about it. SDL actually handles the different layouts (qwerty/azerty/qwertz/etc.), though I'm unsure how well this functions for russian and chinese keyboards.
And yeah, the layer idea passed my mind too.
There's plenty of ways to get it working quick, (e.g. just require modifier-key-bindings to be exclusively bound through press-to-bind input, and simply do the binding on key release so you can easily read all the modifier keys) but I don't want to bother reworking the input parts of my engine right now to handle that.
ee0a67 No.16555061
NEW BREAD
>>16555050
>>16555050
>>16555050
>>16555050
>>16555050
>>16555050
>>16555050
>>16555050
>>16555050
>>16555050
ee0a67 No.16555171
>>16555061
Nevermind, it was awful.
baa125 No.16555236
>>16555061
>Goldenrod deleted it
What?
1e0d0c No.16556228
Where's the bread? I need fresh bread this one has gotten stale.
baa125 No.16556418