db1ceb No.16629802
"Don't give up, make the game you want to play, or else you'll get bullied" 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: >>16556407
Announcements
>QUARTERLY DEMO DAY SCHEDULED FOR August 8th (08/08)
>Please contribute to the wiki if you can
311953 No.16629873
I just released v0.5 of my game for free. You can bathe shinobu and play dress up with her now.
https://shinobuproject.itch.io/game
Working on a bugfix for tomorrow to address some small stuff.
4d7662 No.16629877
working on a clipping tool for my map editor. lots of general issues because the editor doesn't know how handle slopes
8b91b5 No.16629878
>>16629873
How bad are you in need of a creepy pervert for your game
311953 No.16629884
>>16629878
I got tons already. You interested?
8b91b5 No.16629891
>>16629884
Well shit sounds like you don't need my voice then
db1ceb No.16629903
>>16629877
What's the smallest unit your engine supports? Is it all integer based? I see you have grid snapping enabled to always align with the grid, is it just ints?
4d7662 No.16629914
>>16629903
It's just floating point. The default is 1, but you can double or halve the alignment value freely. Because it's floating point you can't divide too much or you will have precision errors. This map shows some geometry produced on a lower alignment.
36dd5e No.16629964
>>16629873
This game can never be monetized for copyright/trademark reasons, right? Why not delete the "shinobu" title and change the default look (can change it back ingame or something) so as to be able to sell it? Or do you really have no interest in any money?
311953 No.16629991
>>16629964
Because it's a hobby. I get money to develop it though on the Patreon.
8b91b5 No.16629993
>>16629991
You're a good lad, i hope to work under someone like you someday.
311953 No.16629997
>>16629993
No because then you wouldnt make money.
8b91b5 No.16630004
>>16629997
Don't give a shit about money, i give a shit about working.
18bcba No.16630055
b0b7e6 No.16630346
What do u think about my loli?
5d9ae3 No.16630369
>>16630346
Slenderman Jr. looks fine as long as you keep her far away from the camera and heavily obscure her in darkness.
db1ceb No.16630388
>3x3 transform matrix
Rather than make a completely separate class, why don't I just add functions that interpret any float[] and the Nth+8 next indexes as matrix data? Then, I can do any sort of functions on it that I need to, without the overhead of creating a new object instance.
Basically
>Are array lookups faster than a native object
36dd5e No.16630413
>>16630346
Are you the evangelion guy?
b0b7e6 No.16630414
36dd5e No.16630421
>>16630414
I fucking knew it.
db1ceb No.16630437
>>16630388
Disregard. It's a bad idea. It works, and it's actually comparable speed (74000 vs 78000 ticks for a unit test), but it's clunky to use
9da04c No.16630551
>>16630346
Stop coming here looking for praise, man, we aren't some hugbox. You've fixed almost none of the problems present on your previous models.
First off the flow of the model is just shit. Second off you didn't study any anatomy and the hair/face looks awful.
d264a4 No.16630559
File: 4b3325a58b5c751⋯.png (Spoiler Image, 213.69 KB, 506x397, 506:397, qTox_Screenshot_2019-01-31….png)

7cf470 No.16630616
>decide to make pong to learn coding
>refuse to use rigidbodies and unity bounce physics
>get stuck and have to look up a tutorial right away
>he does math shit I don't understand
my stupidity is stressful
4d7662 No.16630621
>>16630616
>decide to make pong to learn coding
>use unity
>use a physics engine
what are you doing?
d264a4 No.16630642
>>16630621
Hey, it's still better than the anon who tried making a scrolling shooter where everything was a rigidbody.
89da65 No.16630646
>>16630621
It makes sense if his goal is to learn the basics of unity.
36dd5e No.16630656
>>16630616
>Newtonian physics for pong
>Ignore engine tools on first project
>Don't understand the math
You're doing everything wrong, dude.
1- You don't need physics for pong.
2- Collisions are as simple as
if (ballColidesWithPad) {
ball.yspeed *= -1; //multiply vertical speed by -1, reversing direction (assuming vertical pong).
}
3- You'll need at least high school math for basic games. Make sure you know functions (exponential, linear). Knowing trigonometric functions will also be necessary.
4d7662 No.16630661
>>16630646
>>16630642
The point of making pong to learn about programming is that you write the physics and collisions yourself and figure out how and why it works. If he uses unity he's just going to learn how to copy from tutorials and initialize some framework he doesn't understand to do it for him.
Just use pygame or something where there's very little in between the programmer and the actual programming problem that the exercise is supposed to present.
7cf470 No.16630681
>>16630656
>3- You'll need at least high school math for basic games. Make sure you know functions (exponential, linear). Knowing trigonometric functions will also be necessary.
Worrisome
I dropped out of high school and haven't done any amount of math in 6 years
Also he didn't use colliders at all in the video, he used code to find the edge of the paddle and have it repel the ball. There was division involved. The most depressing part is that I would've never come to that solution on my own.
but yeah I definetly fell for the "you don't need math for programming meme" guess i'm just fucked unless I study math for 3 years beforehand
db1ceb No.16630694
>>16630681
Don't worry anon, most of the math stuff I learned was post-college from my own dicking around. Higher math is useful for sure, but not all of it is applicable to gamedev, but more abstract concepts like pathfinding etc are useful later. More "immediately" useful things are more for implementing engine-tier things yourself (which you wouldn't do as a beginner) and 2d/3d graphics programming.
Trigonometry is good, but sometimes unavoidable. However, trig functions are expensive in terms of code speed, so sometimes people cheat and find ways around it, unless absolutely necessary. Probably the most useful branch of math is Linear Algebra, which are things like transformations and scaling and shit. Basically applied geometry
779f3b No.16630712
>>16629873
Call me when you can fuck donut loli
36dd5e No.16630714
>>16630681
>guess i'm just fucked unless I study math for 3 years beforehand
Don't know about that, but you could get a precalculus textbook and go along as you play around with programming.
Look at pic related. The ball is moving in the green arrow direction. That means it has an x speed and a y speed. Both the ball and the pad have x and y coordinates (red and blue). The ball will hit the pad once it's y position is the pads position minus the balls height (that's when the lower end of the ball touches the roof of the pad). Of course, you'd also have to check if the horizontal alignment matches. For that, the ball's x has to be between the pad's x position minus the balls width, and the pad's x position plus it's width.
Take your time, but if you follow the previous paragraph you have a chance. If you cannot understand it, then you do need more basics.
302689 No.16630731
>>16630681
basic mathematics by serge lang.
d264a4 No.16630739
89da65 No.16630764
>>16630681
>but yeah I definitely fell for the "you don't need math for programming meme"
That's just marketing from big corporations that want to reduce the cost of software development. Not only is it false if you want to program anything interesting, useful, or novel, it's false on a deeper level in that if you're bad at the rigorous problem solving aspect of math you'll be bad at programming.
Luckily, math and to a degree problem solving can be learned. You've been given some great suggestions already, but I would say another option is going through Kahn Academy and learning high-school physics and everything leading up to it. It's the best combination of everything. You learn problem solving. You gain an intuitive understanding of how a coordinate system works and how the math relates to manipulations over time. You learn algebra. You learn trig. It's the best tool to have in your back pocket for programming and especially game development, even if you never touch the internals of physics engine.
7cf470 No.16630780
>>16630714
nope, been thinking and trying to make sense of it since you posted it but I just don't understand
>minus the balls height (that's when the lower end of the ball touches the roof of the pad)
>minus the balls width, and the pad's x position plus it's width.
>>16630753
>>16630764
thank you for both of these, i saved the pdf and bookmarked kahn academy, if i don't give up i'll use them to learn math before programming
79e8c0 No.16630786
street shitter is dying here
89da65 No.16630795
7cf470 No.16630797
>>16630780
actually i think i figured out the first one
302689 No.16630804
>>16630780
even if you give up on gamedev you should still learn mathematics, because if you don't you'll be a retarded nigger who is easily taken advantage of. statistics and probability are both very useful in daily life.
7cf470 No.16630814
be5475 No.16631246
>>16630867
I know nodevs and funposters have been slamming this, but I genuinely want to see what the gameplay is supposed to be.
1a008a No.16631297
>>16630346
Looks like shit.
>>16630867
I like the aesthetic.
I'm trying to recruit an artist for our project. It's going real slow at the moment but I could really use someone that just churns out assets so I can actually finish the features I work on. Implemented an armory this weekend where the player can swap between the weapons he owns between dungeon runs. Next I'm implementing a laser rifle with bouncing lasers and a flamethrower.
Pic related is a draft of the hubworld's look. Dormitories, a big communal area that hopefully will have a bunch of NPCs, store and armory. Haven't included the dungeon selection area yet.
2ca2b8 No.16631612
>>16631297
What game is this?
c26116 No.16631632
>>16630661
>pong
>physics
<he's just going to learn how to copy from tutorials
>you can't copy from pygame tutorials
c26116 No.16631694
>>16630780
>>16630797
imagine it as a coordinate system, the ball is a point moving around. the point starts at 5 and every second it moves down, so y - 1 per second.
then the game checks where the ball is, so every second the ball is an y lower. at the start it's at 5, then 4, then 3 asf. when the ball hits the floor it bounces back, the floor is at 0. so when the game sees the point is at y = 0, it switches the direction of the point to y + 1 moving it up again.
the height/width comes into play when the ball is thicker than a simple point. in the example the center of the ball starts at y = 5, but not it's border. if the ball is 2 units high, it's borders would be at y = 4 and y = 6.
so when you want to "bounce" the ball off the floor, you don't do it with the center but it's border. where would the game need to switch the direction now?
as >>16630764 said it can all be learned and it's really not that hard. the bigger issue usually is how people "get math" (everybody learns differently) and most teachers suck at it or don't bother, as does the material and what they're supposed to teach (for example understanding math problems or deriving formulas from text was hardly ever done during my school time, later learned that shit during night classes, or whatever it's called in the US. ironically by one of the best teachers I ever met).
36dd5e No.16631802
>>16631297
I could do some gun sprites and level tilesets if you want. I'm no expert but I'll have plenty of free time in about a week.
4d7662 No.16631810
>>16631632
By copying from some pygame tutorial he's reading code that actually solves the problem. Learning how to initialize a physics framework in unity is worthless for learning about solving programming problems. You're only learning to copy because there's nothing about that code that helps you become a better programmer.
c26116 No.16631830
so you either never used unity or wildly overestimate how much people "learn" by copying code.
either way it makes no fucking sense.
bada01 No.16631859
It depends heavily on what you're basing yourself on and what you do with it.
If all you're doing is literally copy-pasting, you're not really learning, and if your source is a bunch of abbreviated code with it's specific nomenclature and no comments, you're also not gonna understand jack shit or learn anything from it.
Most examples for the purpose of learning usually have long variable\method names so it's clear what they are about and extensive comments about everything in it that you likely won't ever bother to write yourself once you understand it.
But examples of other devs likely won't have any of this shit and it takes previous experience to actually extract any knowledge from that.
The biggest problem however is that the well-documented tutorials only deal with basic shit. The specifics it has are incredibly simple while the broader terms are too broadly approached and therefore you don't get good uses out of them.
But other devs examples, despite being harder to read, have actual solutions to problems, more complex specific code and show you actual uses for larger concepts.
It's not very intuitive but the best way is probably to see tutorials for really basic shit not to learn how to program but rather to understand how to read code. And when you're familiar with that, you start studying someone else's code.
Speaking from personal experience here, I was looking for a way to implement fog of war for my game and found a solution that was almost perfect. Took me a while to tweak it until I got what I wanted and after that I still had to read a lot more into it so it interfaced with my own code for better results.
During the whole time, I was well tempted to just leave it be as it was, a large piece of code I knew next to nothing about but it "just works!", however I wouldn't learn how I can change it later once I need to start doing something more advanced with it, and I wouldn't even know how to read the damn thing if I wasn't familiar with the basics as well.
So while you can learn a lot from copying someone else's code, how much you actually learn depends on how much effort you can put into actually reading it.
cd68ba No.16631873
>>16630346
Hello darkness my old friend
b0b7e6 No.16631928
okay, so I wanted to see If I could finish one of my earlier projects with my newer skills.
I got blender, and redownloaded my art github with my old assets, and boy, my old animation were crappier.
So, I remade the first animation with my old model.
Pls rate.
44a0cf No.16631932
>>16631928
Oh, it's you. That explains why that "loli" was so shit.
Fuck off again.
bada01 No.16631962
>>16631928
That's the lamest twerking I've ever saw.
9da04c No.16631993
>>16631928
Why do you even come here? What do you expect from us?
It's shit just like everything else you've posted.
b0b7e6 No.16632005
cd68ba No.16632014
>>16631993
>>16631962
he is trolling, hide posts and move on
f71ecf No.16632023
>>16631802
Hey anon, thanks for offering. I usually prefer keeping whoever I work on projects with within arms' distance but I'll think about it because I could really use it.
b0b7e6 No.16632138
>>16631928
done the first punch, now the animation looks better.
44a0cf No.16632157
>>16632014
Filter his ID, you mean.
08f890 No.16632238
>>16632157
That's the only option given the idiot hasn't graced us with a religiously insert trip code to filter.
f71ecf No.16632331
Laser rifle is now in. It pierces enemies and splits when it hits a wall. Every time it pierces an enemy it also lowers the number of times it can split. Damage is influenced by how long you charge the gun, how many enemies have been pierced and how many times the bullet has been split. Obviously needs sound, art and balancing but the functionality is there.
db1ceb No.16632370
Oh right, since Github got pozzed by Microsoft and bought out last year, what's a good alternative?
d264a4 No.16632396
>>16632370
Unless you can afford your own server, https://gitgud.io/
db1ceb No.16632455
>>16632396
If I've paid for a website URL (it just redirects to my basically defunct dev Twitter), and I have file upload permissions, does that work?
Also I never likes gitgud since I don't really understand or trust the Sapphire service. Not sure why
49bf2c No.16632494
I've got some calculators at my house , I'm gonna attempt to use them when I'll be coding. Also does any C or CC languages do good when putting lines into the game itself ? I'll possibly buy some books so I can understand antilogarithms or C-CC better
b0b7e6 No.16632557
I love how my animations now don't look like complete garbage.
:D
910450 No.16632578
>>16632455
gitgud is an instance of gitlab, which is open source and lets you host your own version on your own server. I have no idea how it works and haven't done any hosting thing ever, so don't ask me for help.
What I do know is that git is simply a program that keeps commit history as files, so you could just keep your project (with the .git folder) on ftp and upload on every commit. No need for some lame website to track issues you already know exist or when the last time you used your buttplug to commit.
>>16632494
I'm not sure what you mean by CC, and programming on calculators is usually pretty pointless unless you want to only use that program on the calculator.
404e52 No.16632582
>>16630661
You can make Pong in any engine out there. Just use static bodies to detect collision and rigid bodies to move the paddles.
db1ceb No.16632592
>>16632578
Alright, I'll keep that in mind for when I need to do backups I should really do backups that aren't just zipped files and occasionally shoved onto dropbox or a stick
f71ecf No.16632708
>>16632592
>not using proper version control
JUST
db1ceb No.16632714
>>16632708
Speaking of version control, did you know that if you make a new project in Visual Studio with as a class library, it will auto populate the assembly information with Microsoft being the copyright holder?
4f3521 No.16632728
>>16629873
So, I finally tried this game after seeing it around for a while.
It's some really good shit, keep up with it. There better fucking be some lewd scenes.
Besides that, some suggestions:
>More interactions. Like changing water temperature while she's in the bathtub and shit.
>More fluid transitions(?) between interactions. If I poke her while she's doing shit, she just jolts and it's kinda jarring.
>I get it's made for VR wagglan sticks, but the keyboard and mouse controls make me feel like a paraplegic potato. Trying to pat her head is a huge pain.
b0b7e6 No.16632743
Any network wizard here?
Is possible to make an online game that freezes both players fighters at 60 intervals per second and only updates the game when It receives a signal from the oponent side with a single package message dealing the oponent position, velocity and frame of the animation?
db1ceb No.16632744
Hey Everyday Life anon, can you give me a tldr on how nutrition works in your game?
I'm considering how to implement that in a side project, but I'm not sure how you'd balance eating for nutrition vs eating for calories. Or is that part even functional yet?
49bf2c No.16632753
>>16632578
Wasn't expecting to do the algorithms on their , just figure how to properly set them up within certain parameters within the calculator. Than I'd be able to have them written down on my PC after I'd have the math equations set up from the Calculator , also my apologies I'd just meant some language like C++ or CC++ I'm just figuring how I'll do the programming
7bc9df No.16632806
>>16632743
Seems too ambitious. Your game basically shits itself if either player has a moment of lag. While you can send several packets of data per second, even a high input game wouldn't necessarily use more than 10 or 16 packets for rapid input button mashing.
Also you should always always always assume client packets are malicious and heavily validate the data, since forged packets are still easily made to fuck up MMOs to this day
022881 No.16632808
>>16632743
yeah its possible, it will be a terrible game though
b0b7e6 No.16632814
>>16632806
>>16632808
my idea is for arcade fighting games.
44a0cf No.16632815
>>16632806
>>16632808
Do not respond to him. Filter and ignore.
cd68ba No.16632850
>>16630681
You will need tons of geometry, that is math
But you won't be needing anything besides adding and multiplying besides it
db1ceb No.16632965
>>16632850
>you won't be needing anything besides adding and multiplying
I know what you mean, but when you decompose that much, you could say that subtraction is just a form of addition, division is a form of multiplication, matrices are simply atomic math operations performed in a batch, etc etc
b64bdd No.16633004
> Professional programmer, over a decade of experience, expert who has successfully launched projects with hundreds of thousands (sometimes millions) of lines of code and over a dozen different programming languages, both alone and in a team
> Work programming 10 hours a day
> Have the knowledge, skill, and experience needed to make high-quality video games
> Wake up stoked about how much progress I'm going to make in my game tonight
> By the end of my shift I'm burned out and the last thing I want to touch is a keyboard
I know I just have to sit down and fucking do it, but goddamn, motivation really is the hardest part of hobby programming.
57be38 No.16633095
>>16633004
Motivation is about the only thing I have, though that tends to go away when I can't figure out what seems to be obvious to everyone else, mainly with programming. Four or five hours of trying ten different ways to do the same thing and nothing working for reason I can't comprehend makes me just want to nap and do something I understand better.
36dd5e No.16633197
>>16632023
Sure, offer remains open.
>>16632138
Tenacious bastard, are you trolling or autistic?
>>16632494
>calculators for coding
>CC
>antilogarithms
God bless you, anon.
>>16632714
Wasn't there some news about VS adding spyware/statistics to compilations once?
>>16633095
You feel awesome when you finally crack it, though.
57be38 No.16633214
>>16633197
>You feel awesome when you finally crack it, though.
Oh, absolutely.
Speaking of which, I think I might have figured out the shit I was working through for the past day. Just needed to sit down, read through what the hell I'm supposed to be using (matrices), what they're capable of and how I can make it work with what I know and have.
4fb0eb No.16633387
>>16630346
>that head size
ayyy
4fb0eb No.16633504
>>16632494
>>16632753
>C++ or CC++
YOU CLEARLY DON'T HAVE ENGLISH AS A FIRST LANGUAGE
6517df No.16633646
shmup anon here.
Last problem of turret rotating around model's origin is corrected (it was just a matrix multiplication too early)
But now instead of turning correctly around the bone origin, it's turning around the vertex group center.
Fiddling around a bit, it seems I will need to adjust the location with what I have first then apply the rotation, and possibly revert the adjustment so that it rotate correctly.
I guess that's also why it's easier to "play" an animation since it's already pre-calculated within the 3D modeler.
Other possible solution is to indeed write animation so that I only need to map (time -> rotation angle).
I guess both way is valid at this time, but on my path to testing dynamic animation, I'll go with the former (at least for now).
c26116 No.16633801
>>16633197
>Wasn't there some news about VS adding spyware/statistics to compilations once?
97b6c9 No.16633811
>>16633801
>A timetable for removal hasn't been provided.
So I assume it is still there then?
db1ceb No.16633827
>>16633801
Interesting.
For the longest time I had problems with more recent programs because they needed the common C redist or whatever it was called that was bundled with Windows 8. It's fucking ridiculous that VS2010 can't use newer versions of C#, it's hardcoded to not work. You have to update to Windows 8 and update VS to 2015+ in order to use C#5 or later
f0bd3f No.16633898
>>16633801
visual studio is trash anyways.
86e644 No.16633918
>>16633827
If you are developing anything for any reason the easyist setup is to install gentoo. If you are forced to use windows why are you not running clang/gcc under mingw? MS visual studio is fucking botnet. Windows is fucking botnet but don't spread the botnet to non windows i.e wine/mono users you stupid fucks.
>>16633004
>motivation
Have an objective. Have a reason for that objective you desire such as freeing yourself of the botnet or making the best most performant x86 assembly based game ever. Just pick what interests you and work toward learning how to do it, then just fucking do it.
db1ceb No.16634355
>>16633918
I've always been fucking terrible at setting up environments. I just use VS because I can hit F5 to build and run
8c9f1c No.16634391
>using VS for any other reason than as a debugger
cd8ba5 No.16634407
I'm ready to get into engine dev. Should I stick with linux and OGL or use windows and DX?
07be67 No.16634443
>>16634391
What should I use instead?
a76457 No.16634535
>>16634407
just use SDL+OGL/VK and skip the nitty gritty stuff
db1ceb No.16634557
>>16634407
>Windows and DirectX
Shit man, that's not even a choice. Why?
bada01 No.16634576
>>16632370
Use gitgud.io. Their Saphire network is just an account you make to authenticate with any other service they have, gitgud being one of them. Gitgud itself is just an instance of gitlab.
For proper version control, get Smartgit. It's a very handy program that let's you do everything with a nice visual GUI and it's incredibly simple to use while still having plenty of tools if you get serious about it. I mostly only use it to Push and Pull Commits so I have my work available on multiple PCs and a backup on Gitgud and so far it's been working for me.
It's also free unless you're using it in a commercial manner.
>>16633801
Alternatively and because of shit like this, just get Atom. It's a very handy text editor with syntax highlighting that also let's you make and push commits (as long as the folder is configured for that) and if you're using Unity that already compiles shit for you, there's no point in using Visual Studio.
4d7662 No.16634624
After a few bugs scaling is unfucked with the new representation of polygons in the editor.
>>16634407
Linux+Windows with GL. VK rendering is for after you have a better idea of what you are doing.
1a008a No.16634641
>>16634407
Ignore the people saying Vulkan, use OpenGL. Vulkan should only be used if you truly need it for some specific purpose otherwise chances are you'll actually get worse performance than if you just use a high level API.
6edee0 No.16634703
Any easy to understand resources on collision detection between two 2D moving circles? I've already tried various algorithms from Gamasutra, the Real-Time Collision Detection book and other stuff from the internet multiple times but I just can't make them work correctly the closest I've got to make it work was a simple algorithm made by me but that one has an edge case that I can't fix with my current knowledge. Also what the fuck does epsilon refer to on the Real-Time Collision Book?
a76457 No.16634710
>>16634703
You can simplify 2D moving circles by turning it into a moving dot/ray and a stationary circle. (Add radius from circle A to circle B, and add movement from B to A.)
After that, it's essentially a 2D raycast against a circle. You can use simple trig to solve it at that point.
92575c No.16634732
>>16634703
https://ericleong.me/research/circle-circle/ is pretty easy to understand for both detection and resolution. If you're handling resolution between 3+ circles you'll need some sort of cycle as A may push B into C when they resolve.
d6db0e No.16634754
I asked this in the previous thread and got some answers, but it may be simpler than some of what I saw. Thanks anon that provided the code, but I couldn't translate it. Other anon, thanks for the suggestion but I am not working purely in 3D. Your suggestion might still apply though, take a look.
Having an issue with detecting nodes in a field of view. The graphic and detection code are separate but what is supposed to happen is any node that has an FOV cone is supposed to check for nodes in a certain group then determine the initial node's facing vector, then check if the other node is in front of that facing vector within a certain angle. This is the code:
var angle_to_node = Vector2( 0,SecurityCam.transform.basis.z).angle_to(
Vector2( PlayerPawn.transform.origin.x, PlayerPawn.transform.origin.z) -
Vector2( SecurityCam.transform.origin.x, SecurityCam.transform.origin.z)
)
The issue is that the field of view doesn't operate properly at certain angles. Any suggestions?
a76457 No.16634780
>>16634754
Assuming ".transform.origin.[x,z]" is the position, that part returns an offset vector from SecurityCam to PlayerPawn. If you're trying to do a LOS check for the PlayerPawn's LOS (as your .gif shows that one going red) then that's wrong.
What the hek is ".transform.basis.z" though?
d2bc9f No.16634797
d6db0e No.16634812
>>16634754
We stealth game now boys.
Field of view cones now operate proper, needs raycasts but it is good enough for demo day.
var view_target : spatial
var look_at_targ : spatial
var detect_count : int = 0
var angle_to_node = rad2deg( view_target.transform.basis.z.angle_to(
Vector3( look_at_target.transform.origin.x,0, look_at_target.transform.origin.z) -
Vector3( view_target.transform.origin.x,0, view_target.transform.origin.z)
) ) - view_target.rotation_degrees.x/2
if abs( angle_to_node) < rotation_angle:
detect_count = detect_count+1
>>16634780
Review this new code. transform.basis.z is part of a 3x3 matrix for a spatial node's transform. Basically the forward facing vector but returned as a Vector3.
a76457 No.16634831
>>16634812
>Review this new code
>not using radians everywhere instead of pleb-tier degrees
ITS SHIT
SHIT!
Also, you're substracting the view_target's rotation off of the actual rotation to produce the offset. This is nice and all, but will malfunction around wrapping.
I'm not sure if angle_to returns a range of [-PI,PI] or [0,2PI], but either way whenever the above effect would produce a "wrap-around" effect it would produce errors.
For example, assuming [-PI,PI] range, view_target could face towards -0.9π whilst angle_to returns 0.9π. You substracft the rotation, resulting in 0.9π - -0.9π*.5= 1.35π, even though in reality, they are only 0.2π apart! You fool!
Instead of being an angle-using pleb, I highly recommend you use vector dot product instead. Get a normalized vector representing the viewing direction, a normalized vector of the offset, toss that into .dot, and the result will be equal to cos(a), "a" being the angle between the two vectors. If the detection range is "rotation_angle", then if dot returns a value greater than cos(rotation_angle) it is within the cone.
Wolfire covers this too in an article of theirs: http://blog.wolfire.com/2009/07/linear-algebra-for-game-developers-part-2/
You may think "but vectors is hard I would much rather use the angle shit I'm familiar with". But the reality is that you're then forced to write code to handle wrapping edge cases FUCKING EVERYWHERE. Do yourself a fucking favor and get better at vector math. Wolfire's articles do a really good job explaining the basics.
6edee0 No.16634840
>>16634710
>>16634732
Thanks, I'll try using raycasting and when I understand it better I'll try to optimize it, I really need a fast algorithm but I guess dynamic collisions are costly no matter what.
d6db0e No.16635124
>>16634831
Advice appreciated, but calm down anon.
bada01 No.16635488
Does anyone have a link to a brief explanation of Quaternions that puts it like two pairs of angles? It was the simplest explanation I ever managed to find and yet it was perfect in how it explained it that anyone could easily and actually understand what quarternions were just from that alone.
36dd5e No.16635512
>>16635488
I'd really like to know too.
ea67ae No.16635875
Is gdevelop worth trying out anons?
a76457 No.16635908
>>16635488
A quaternion is a kind of complex number. You could try to describe it as a rotation around an axis, but that would gloss over all the underlying details that make it tick.
d9883a No.16637481
>>16629873
This is one the coolest projects in all of aggy daggy. Congrats, anon.
538532 No.16637531
>>16635875
It's pretty painful but definitely yes.
2aadd3 No.16638291
>>16630346
It's fucking garbage just like everything else you have posted here, you mentally handicapped mongoloid.
049511 No.16638539
>>16634812
what the fuck does that guy turn into when he stops moving?
25ea50 No.16638548
i guess i'll go back to dev when i have another source of income, money just destroys everything
89da65 No.16638576
c04591 No.16638627
>>16638548
>muh evil money
You wouldn't have the luxury to be sitting in a cozy room in front of a computer making useless digital things if society wasn't this way.
36dd5e No.16638636
>>16638548
> money just destroys everything
You mean build everything, including the opportunity to work on your hobby.
6edee0 No.16638694
>>16634840
Fuck, looks like I couldn't implement it, I'll just take a break from this.
db1ceb No.16638709
>Old internet acquaintance is remaking one of their old puzzles games and publishing it on Steam, and wants to use 5-6 of the levels I made like 7 years ago
We're all gonna make it
cd6f99 No.16638773
>make an array of wrapper classes of textures and render them
>everything has the same color
>What the fuck I don't understand
>realize the wrapper classes are pointing to the same texture
>still don't understand how it's pointing to the 'first' texture, should be the 'last' texture
What kind of hell did I get into
b0710d No.16638836
>>16638773
agdg, where even the broken things are working incorrectly
36dd5e No.16638865
Welp, I'm a couple of hours away from presenting my final and I just started. It's a 2d game with click-fire and grow by killing enemies with 5 levels and 4 types of enemies and powerups. I can't possibly make it in time. I procrastinate to incoherent, pathological levels. Don't be like me.
cd6f99 No.16638893
>>16638836
I think i might understand it, but I don't know how to fix it.
>somehow a stray object's texture carries over to the array's first element's texture
>all of the elements in the array points to the first element
>pointers are fucking dangerous
>>16638865
>int x, int y
you already lost but don't give up
25ea50 No.16638909
>>16638627
>>16638636
get out [s] jew [/s]
36dd5e No.16638916
>>16638893
You mean it should be float, right? Meh.
36dd5e No.16639091
Does anyone know what's the licensing status of the Godot logo?
92575c No.16639165
>>16639091
It's CC-BY-3.0.
>Files: ./icon.png
>./icon.svg
>./logo.png
>./logo.svg
>Comment: Godot Engine logo
>Copyright: 2017, Andrea Calabró
>License: CC-BY-3.0
https://github.com/godotengine/godot/blob/master/COPYRIGHT.txt
36dd5e No.16639390
>>16639165
Cool, so I can make an animation of the logo and put it in the credits after all.
e94f5c No.16639481
>>16631632
<he's just going to learn how to copy from tutorials
Like that's not the most important technique you gotta learn
I am unsure if I am being ironic or not at this point
30aa26 No.16639761
>>16635488
A quaternion isn't really two angles. Quaternions give rise to rotations in a way such that multiplication of quaternions corresponds to composition of rotations and such that the way a quaternion "rotates" a point around the origin has a very nice formula. Since every rotation can be represented by a quaternion (just solve a simple equation), and for any real x ≠ 0 and quaternion q ≠ 0, q and r*q give rise to the same rotation, we have a 1:1 correspondence between rotations and pairs of two unit quaternions q and -q.
While you can represent a rotation as two angles, this has singularities (cf. gimbal lock) and in any case it won't really correspond to quarternions in a nice way. I'd say the connection with a rotation axis and an angle is much more intuitive and closer to how quaternions are used in practice. If you have a concrete question, I can help.
bada01 No.16639791
>>16639761
I'm aware of all that and I was mostly sure I was wrong. I though it was either a pair of angles or a pair of complex numbers, I can't recall.
The thing is, it was a post on Unity forums (I believe) that didn't just explained quarternions, it gave you an amazingly simple way to actually visualize what they were that anyone could understand. I really should have screencapped or bookmarked it.
f71ecf No.16639829
>>16639481
Anyone who can read stackoverflow can be a professional programmer, prove me wrong.
db1ceb No.16639851
>>16639829
Youre a professional if youre compensated
49838b No.16639855
>>16639851
>mfw I'm technically a professional
I write javascript scripts at my job, now listen to my programming advice, amateur peasants.
3c1e62 No.16639862
>>16639851
This post right here. There used to be a significant difference before the internet. Often times there was innumerable things you could only learn about your craft in a professional environment. But with the advent of the internet and the cornucopia of information available, especially for programming, the only difference is whether or not you're making money.
db1ceb No.16639880
>>16639862
>>16639855
Addendum: Even if you are a professional, that doesn't necessarily make you competent at your job. It's just a title to indicate that you've received money or other favors. What matters is knowledge and passion and the will to apply it
a656b7 No.16639937
>>16639855
Professional =/= competent
Just because Paljeets can sucker corporations for poo codes doesn't make them good at their jobs.
f71ecf No.16639957
>>16639851
I mean that doesn't contradict what I said at all.
57be38 No.16639981
>>16639851
Are you a professional if the form of compensation is revenue from selling your game?
Which also raises that age-old question again: is someone who makes a game still an Amateur game developer? A few games have been completed here, but the devs still post. It's semantics, of course, but still a point I always found funny.
db1ceb No.16640202
>>16639981
You can be an amateur in that you do it primarily for enjoyment. It doesn't mean you can't make money, but rather, you treat it as a hobby instead of a job or obligation
3b2b7a No.16640346
>>16638539
Eventually it will be some combination of these three. Putting working on new sprites aside until my demo day submission is ready.
Needs much work, I know. Just wanted an idea of what I am working with when it comes to pixel sizes.
36dd5e No.16640405
>>16639981
If you make money and it's your main source of income, you wouldn't be an amateur anymore, but a professional. I guess /agdg/ is not just for aspiring amateurs, but also for independents.
>>16640346
Hand-drawn or rendered?
bc17a7 No.16640466
Haven't posted in a while, today iv been setting up a mine cart for one of the rooms in the game
its still a WIP
db1ceb No.16640485
>>16640466
Reminds me of those early 2000's first person adventure/horror games
3b2b7a No.16640555
>>16640405
Hand drawn and heavily edited. Had a few 3D render to 2D suggestions, problem is I have poor 3D modeling skills. I also haven't the hardware for it.
c032b9 No.16640561
3b2b7a No.16640562
>>16640346
Older sketches with what is in-game now.
bc17a7 No.16640644
>>16640561
thats with the lighting turned off
36dd5e No.16640670
>>16640555
Simple 3D models can't require too much hardware, surely. Hand-drawn is such an exponential spike in work required.
2c6244 No.16641005
I wish animation didn't take so fucking long. I just want to code, but if you take too long of a break from animating you're suddenly garbage for a few days after returning to it. Shit sucks.
89da65 No.16641023
>>16641005
You could try doing 10 minutes of exercises every day and see if that maintains your level of skill.
1ba98f No.16642246
>>16640670
I've considered more than once hiring an artist after the initial reference sprites, only issue is money. I'd just get black and white outlines and color them/edit details myself.
db1ceb No.16642305
Apparently I made this back in 2013
db1ceb No.16642370
Haha, oh fuck, remember these?
bd6445 No.16642427
>>16640555
You can render sprites in blender with black outlines. Just toggle the Freestyle on the render tab. You can either do it in cyclic render or the blender render
db1ceb No.16642435
>Code from a 2012 project with this and like 4 other files
https://pastebin.com/raw/xeu3Ey84
Jesus christ I was as bad as Yandev
89da65 No.16642437
>>16642435
No, you knew that the switch case statement existed. You were better than Yandev.
cd6f99 No.16642503
>>16642370
I remember them, my game is there and I don't like remembering it.
db1ceb No.16642522
>>16642503
I assume it's because you're at least somewhat successful and don't want to have your past here associated with your current situation
92575c No.16642559
>>16642370
>Have games in all four recaps that ended up going nowhere
1a008a No.16642613
>>16642370
Man I really loved the art of Roid Boy, anyone know if it got anywhere? Wish my game in the cap actually ended up better but at least it turned out ok
b934a5 No.16642741
>>16642370
cuckchan still makes those you don't want them here
db1ceb No.16642774
>>16642741
What's wrong with Dilation Simulator 2019 and Tranny Quest XY?
36dd5e No.16643220
>>16642370
huh, that super hexagon crap that kotaku shilled was a 4/agdg/ game? Kinda jealous at the amount of projects tbh.
18bcba No.16643228
>>16643220
>Implying cuckchan's /agdg/ isn't just used for shilling
Do you seriously expect anything good out of that site?
2fedac No.16643586
>>16643220
Super Hexagon is from 2012, so no
d5d6ee No.16643635
>>16643220
Look at the title again. There was also another /agdg/ variation on that kind of game called Turbulence somewhere around 2014. It's a simple kind of game, not bad for practice.
5d312d No.16643902
>>16643220
>super hexagon
No, just a shitty clone
>that kotaku shilled
They don't have to shill Terry Cavanagh's games, he's already a big name in the indie scene. This is like saying kotaku shilled The Binding of Isaac.
f71ecf No.16644151
Another gun added to the pile. Found a bunch of bugs with the map generation so this weekend will be full on crunch fixing that shit so it's 100% polished.
f22687 No.16644238
>>16634407
>I'm ready to spend all day adding new features to my engine and most likely never ever make a game
Another soul lost to the shadow realm.
>>16642370
Whatever happened to the Catmouth Island anon? I know he released the game on Steam but i can't remember hearing anything afterwards.
89da65 No.16645336
It's been a while, but I decided to get back into my text adventure engine, Ygor. I'm starting over from scratch, and I've moved from the MIT Parser to the Stanford Core NLP. It's quite a bit slower than I would like, but I have some ideas why that may be the case.
The time away has also made me reconsider the scripting language I was working on, and I'm starting that over as well.
Also the 14s load time at the start is due to the fact that the NLP model is 346 Megs in size. Truly this is a text adventure engine for the modern day.
db1ceb No.16645360
>>16644238
>>16642370
>Xenoraptor is probably the most polished action game from /agdg/
>Less than 20,000 users at best
>Released 5 years ago
We're all gonna make it
5d312d No.16645593
>>16645360
Ever heard of Risk of Rain?
57be38 No.16645600
>>16645360
>20k
I'd be glad if I ever sold over a hundred copies.
36dd5e No.16645623
>>16645360
It's still in early access, apparently.
cd6f99 No.16645659
>>16645360
Speebot is more closer and I was about to 100% but I have to do this retarded simon says minigame
ccb78e No.16645708
>>16642370
This reminds me ages ago someone was making a first person 3D action RPG or something along those lines. All I remember was the gameplay shown was primarily a bow, or maybe crossbow, possibly some magic too. The art style was all flat colors and low polygon, but it looked really neat. Does anyone remember what it was or if it was ever finished?
ccb78e No.16645712
>>16634641
Vulkan is flat out superior to OpenGL in performance when properly implemented, even nvidia managed to finally make proper use of it on their newest cards. I'm sure it takes more programming skill but the rewards are entirely worth it if you have the chops.
4d7662 No.16645729
>>16645712
Vulkan takes a lot longer to actually write. That's the issue, if you are just learning, you should start with OpenGL, because it is much easier to do things. You shouldn't expect someone to go from no skill at writing rendering engines to knowing how to take advantage of Vulkan.
Besides as an engine programmer you should be supporting multiple graphics API's so eventually it's not really a choice you have to make. Vulkan support is something you do later once you realize all of your beginners mistakes and end up throwing out and rewriting the vast majority of your rendering engine.
And, actually getting the benefits out of VK requires writing the engine to take advantage of multithreading, so it's just more complex in general… granted this is not an argument about whether it's too hard or something, because obviously, these are the things you need to do to take advantage of the hardware, and it's not some kind of impossible task- rather, it's a question about progression, it is much easier to progress from nothing to a flawed, single threaded OpenGL engine that doesn't know how to use the hardware effectively. You have to fail to succeed…
5d312d No.16645756
>>16645708
https://boen.itch.io/fight-knight-ks
Not sure how you "remember" this from seeing monday recaps, considering it was started after the exodus
db1ceb No.16645769
>>16645756
Well, that's the same guy that did Sorcerobe. In my case, I followed him on my dev Tumblr and Twitter accounts, and occasionally saw him making it
311953 No.16645934
Working on a day and night cycle and modified Unity's default skybox to support moon light.
1a008a No.16645935
>>16645712
>when properly implemented
Well that's kinda the point, implementing a game that fully utilizes multithreading is magnitudes more work compared to developing a single threaded application and let's face it, there's no games here that need full multithreaded performance.
36dd5e No.16645975
>>16645934
Those cliffs look familiar…
89da65 No.16646114
Got the loading time down to 9s, and now the parsing speed has been cut down by a third or better. As I had suspected I was loading and calculating a bunch of stuff I wasn't using on the Java side. Easy fix.
bc17a7 No.16646531
>>16640561
>>16640466
>>16640485
I cant do webms with the lights on as the grain filter messes with the compression (turning the grain off messes with the brightness)
i'll dump some shots with the lights on
1a008a No.16646743
>>16646531
This looks like it would give you a headache real quick anon, I'll be honest. Would be interesting to see how it works in motion.
bc17a7 No.16646822
>>16646743
hers the demo from last year, its a bit outdated now but its generally plays the same, the helmet it meant to be unpleasant
https://mega.nz/#!uNhyyYLK!e3kZ8-lvluqoihWxNKaS1hAqO_aoPvIDbvLR9oxmEbw
1ff3ae No.16647216
>>16646531
How are you generating the noise for the grain?
508c36 No.16647233
>>16647216
He recorded some static from his television, converted it to a gif, and overlaid it as a tiling image over the screen. Getting it to loop and tile seamlessly took several days but it was well worth the labor.
cc229a No.16647248
bc17a7 No.16647255
>>16647216
>>16647233
I just ticked this box in unreal 4
561946 No.16647331
>>16639791
Did you mean this post from some thread about quaternions?:
>So, the best way to 'visualise' a quaternion is this:
>Imagine you have a small lump of clay and a load of tooth pics. Slide a tooth pick through the clay on each of it's individual axis, X, Y and Z. Rotate the tooth picks, notice how the clay is being rotated on one of it's axis at a time. This is how normal Euler axis work, and how most people understand rotation. Now, grab another tooth pick and jam it into the clay at any angle you want! Rotate the new tooth pick on it's own axis, notice it isn't constrained to the x, y or z axis but is rotating on it's own 'new' and unique axis. This ^ is a quaternion, whenever you are reading up on them from now on, think of this example and hopefully it should make a little more sense.
433cc0 No.16647332
>>16645360
There's plenty of reason why it's not huge
The genre is saturated and has that perception that's it's a time waster more than anything else so many people feel that if you've played one then you've played them all which isn't entirely wrong to be fair, and at the time it also had to compete with at least one other early access top down shooter (which hasn't been massively more successful despite industry wide shilling and the quality to back it up) and a few better known game release in the genre near that time (Crimsonland mainly).
Another good example of why arcade styled top down shooiters are not something that's really successful now is Nex Machina.
f71ecf No.16647525
>>16646822
So I tried it and I think I can see what you're going for but I honestly hate everything about it, sorry anon. It's just too hard to see anything to the point that it gets frustrating instead of claustrophobic (which is what I feel you're going for.). The helmet thing is pretty cool though.
bc17a7 No.16647547
>>16647525
there's many more torches in the later builds which makes it easier to see, im most likely going to raise the general brightness as well
f71ecf No.16647578
>>16647547
Alright, looking forward to the next demo day to see how it's changed.
92119c No.16647824
>>16647331
But what about that is specific to quaternions? Actually I'm not even sure what it's trying to say.
38e68c No.16648486
Do you need unity pro to publish a game on steam if you are using unity?
89da65 No.16648502
>>16648486
I don't think so, but you should read the EULA and licence if you want to know for sure.
57be38 No.16648588
>>16648486
If that was the case, there wouldn't be hundreds of amateur shitshows full of Asset store assets on Steam with the Unity Free splash screen at the beginning.
18bcba No.16648596
>>16645360
I thought that was Risk of Rain
db1ceb No.16648976
>>16648596
Wasn't RoR made in fucking gamemaker, hence the spotty netcode?
f71ecf No.16650074
>>16648486
No, you only need pro if you earn above $100k a year on your game.
49838b No.16650104
>struct has a separate datatype that's just a pointer to that struct
Why do people do this shit?
6a1a5c No.16650285
>>16650104
Maybe the guy writing the code didn't know about forward declarations.
5d312d No.16650349
>>16650104
Misguided use of the pimpl pattern by a cpp dev?
e20868 No.16651226
>>16650104
I'm assuming you mean there is a typedef for the pointer type referring to a struct. This is fairly common in C libraries where internal details are hidden away in the implementation files or you are otherwise discouraged from using them.
44b5ea No.16651826
okay fellow anons i want to do the impossible reach the unreachable row row fight the power!!
i want to create a good unconventional rpg game or just a weird game (e.g yume nikki, katamari,ect) in unity free version within one month and have it become successful, all i know how to do so far is how to make pixel art and the basic unity and blender layout/functions but i don't know any 3d modelling or coding.
i'm thinking there might be a way to cram learn game development while making the game at the same time, and truly go beyond my limits even if i have never made a game before in my life.
so what do you say anons!? want to help me out by giving me any and all advice you got (i will even appreciate the shitposts, or ironic responses as they will make me laugh and smile) , and give me all your strength so my game can be the game that breaks into the industry!!!
5d312d No.16651874
>>16651826
You could, with a lot of effort make a weird game in unity in a month.
You can't have it become successful.
First bit of advice is to lower your expectations.
d043a8 No.16651886
>>16651826
>i want to create a good unconventional rpg game or just a weird game (e.g yume nikki, katamari,ect) in unity free version within one month and have it become successful, all i know how to do so far is how to make pixel art and the basic unity and blender layout/functions but i don't know any 3d modelling or coding.
lel
44b5ea No.16651939
>>16651874
i would settle for a low key underground following it doesn't need to really blow up big after reflecting on it thanks for the advice, i'll try lower my expectations on how it will be received
i'm glad you think i can do it in a month with a lot of effort, i'm thinking of giving myself a routine similar to that of going to cram school to make the game.
>>16651886
glad i could give you a hearty kek anon.
89da65 No.16652040
>>16651826
First of all >>16651874 is right. Lower your expectations. Creating games like any other craft requires practice to get good, so your spirit will be promptly ground into the dirt if you go in expecting it all go without a hitch. The plot of Gurren Lagann didn't happen over a month, and neither will your amateur game development career. You will reach points where you're lost and you don't know the path forward. You'll get halfway through and realize you did something wrong on day two and have to refactor or try to salvage it. Expect your first couple of games to suck hard, but do your best and treat them as learning experiences. Then move forward.
Having a solid deadline is good for getting stuff done, but it's not as useful when you don't have a plan of attack. Due to your lack of experience programming I doubt you could even create a usable plan for making a game. To compensate for this, make sure you have a very good understanding of your game, and keep your scope small. Think of the core gameplay loop. What is your game about, mechanically? What is it that the player is doing from one moment to the next? Build up your game so that the core gameplay loop is usable first, then work on other things.
You'll have to plan and set goals as you go and as you learn more. Make sure your objectives are measurable. Something like "implement X mechanic", "implement Z component of a mechanic", or "fix Y bug" are good. If you just say "Work on game" you're less likely to work on your game than if you know exactly what you need to work on.
44b5ea No.16652105
>>16652040
i hear you, i think i need to look into finding a consistent way of always keeping my spirit up even when it's literally being dunked into a toilet because of how difficult game development is with all the hitches. i guess my goal is just to kind of make something that "only i could ever make" and make it as creative as possible. i have very solid unique idea for the game and it's aesthetic and tone and but i don't know how to come up with a fun mechanic that goes with the theme and aesthetic of the game.
i'm not expecting my first game or even my first games to be mechanical master pieces i just want them to very unique like yume nikki which all you do mechanic wise is walk and interact with things, the game is basically a walking similar with a few basic mechanics but since the creator put a lot of charm and effort behind it, that's what makes it stand out.
i have a game design document i made like a year ago on with a lot of design details and inpirations i would like my game to take from, i have pixel art i have started of the main character, and a lot of concept art of the main character and few other character ideas or mechanics. but i will try and refine it even more later to today to have like you said "a good understanding of my game" were i know it inside and out to every last detail i'm going to put into it and also find what my core gameplay loop is even if it's a simple one.
i will spend a lot of time thinking about my gameplay loop because it's the core of your game and it needs to be fun or at the very least engaging enough for the player to want to see your games narrative to the end. i always think of the words of reggie from nintendo "if it's not fun why bother" do you think i should apply this in my logic when trying to find my gameplay loop?
in terms of my scope i think the largest i want to go is maybe a gen 1 pokemon game,harvest moon more friends of mineral town, or yume nikki.
got it. tackle one thing at i time and focus on doing and completing one task and doing it well instead of rushing around multi tasking on different aspects of your game all at the same time.
let try and get up my old game design doc so i can share my moodboard for my game idea.
also thank you this has been some really insightful realistic while also being idealistic inspirational advice, i appreciate it.
44b5ea No.16652134
>>16652040
i found my old moodboard, i don't expect to make anything to the scope of a lot this stuff on here but i do hope to draw inspiration from it all to make such a unique weird little game.
e4a054 No.16652240
>>16652134
Shut the fuck up. You're an ideaguy right now. You don't know how to program and you don't know how to design. If you're just going to talk about how much you love playing these games and how much they mean to you, fine. Do it in a relevant thread. Ask (or better, read the OP) for resources on how to get started learning how to make game. Don't lie to yourself that you'll somehow make your dream game as your first game, especially not within a month of barely starting to learn how to code. It's not realistic in the slightest.
44b5ea No.16652256
>>16652240
thanks for the shitpost.
it's not realistic, but it's not impossible either even if the odds are stacked against me very heavy so in my mind it's worth a try.
36dd5e No.16652265
>>16652256
If you put a consistent effort and are intelligent enough, you'll be able to make very simple games that'll sell less than 1000 copies in about a decade. Good luck and post again when you have progress to show.
2c6244 No.16652268
>>16652256
He's not wrong. Just keep in mind that having a strong goal for your game is good, but if you don't actually do anything with it, all the time you spent thinking about your game has been entirely wasted.
If your goal is to have a working game a month from today you should have been aiming to start learning how to code yesterday.
44b5ea No.16652277
>>16652265
i'll prove i'm more than just an idea guy, and that i am capable of great things within a short amount of time.
>>16652268
hmmmm yeah your right i agree, i should have been learning to code a long time ago but i can't go back in time i can only look forward to the future and carve out what is in front of me now.
i set myself 1 month as a harsh limit but i think if need be i will do 1-3 months.
month 1 = a working demo
month 2 = extra additional content
month 3 = polish and bug fixing
508c36 No.16652281
>>16651939
>>16651826
>>16652105
>>16652134
>>16652256
>hey guys I want to make a game
>it's going to be unique
>it's going to be fun
>I know fuckall about what it'll be but here's a bunch of inspirations and-
It's already shit. You're doing the basic bitch ideafag thing of "here's my inspirations and here is another game's mechanics, I'll mush the two together and have my amazing game." At best you'll come out with something mediocre and derivative, and at worst you'll waste a bunch of time making or not making it, but never finishing it. See pic related.
508c36 No.16652289
>>16652281
>scrolling through GTK+ filepicker
>still no thumbnail mode
>see random webm
>think it would be funny if I attached a random webm without checking it first
>upload post
>it's this
44b5ea No.16652293
>>16652289
it's cool we now know you like dark skinned girls in bride attire, reminds me of something you would see out of a doujinshi
36dd5e No.16652296
>>16652289
Yeah I was gonna ask. Thought you might be making a point with the filename but there wasn't one.
44b5ea No.16652308
>>16652281
you make a good point, i shouldn't heavy draw inspiration from other games i should look deep inside myself and my own life experiences and reflect and translate that into a video game instead of reflecting other peoples more brighter lights and doing a poormans attempt at it.
kind of like how pokemon is inspired by bug catching
or animal crossing by the feeling of moving somewhere new and missing family
or zelda and exploring forests?
i should just draw only from my own experience and make a game about that right?
112d5f No.16652316
>>16652308
I wanna lick regu's armpits
56ac60 No.16652317
>>16652308
you should just make game
57be38 No.16652322
>>16652281
Anon what in the name of fuck does that >>>/bleached/ shit have to do with making games?
I'll agree with the inspiration thing, though. I'm working on a 3D platformer and my aim from day one was to make stages as far removed from the typical 3D platformer trends as I could. I think I have about 20 stage ideas out of a required 32, and still haven't thought of anything resembling an ice stage, a fire/lava stage, a desert stage or a forest stage. Ideas tend to come from all sorts of places, sometimes from other games, sometimes from TV, sometimes from walks. My personal favorite is working in reverse - writing a song and then coming up with a stage to fit said song. I've done that at least three times now and it tends to produce some interesting stage ideas.
>>16652277
I certainly doubt you'll make anything worthwhile in 3 months, especially with no experience.
That being said, though
>>16652240
Why in the name of fuck would anyone's aim for their first game be anything less than their dream game? I'm making one because nobody else ever will. I've wasted a year on nearly invisible progress, writing and rewriting things as I go because I don't have much experience either, learning along the way. With the scope I envision, my best hopes are that I'll finish in about four years and I don't know how realistic that is. Even then, why would you settle? It might be autism on either my part or yours, I cannot say either way, but I know for a fact I could never be motivated for something I knew was going to be shit, or some throwaway project.
44b5ea No.16652335
>>16652322
i know i have given myself 3 months and it's kind of a dumb goal but i'll see how it goes because it is my dream game maybe i might even surpass it to really make it more polished maybe i might make a super polished game within in it, i don't like to shut myself out from the possibility of anything is possible so i guess time will tell.
but i feel like you get it, working on your dream again from the start gives you way more motivation even if you struggle than working on generic money tested tried and true game number #93493
89bb11 No.16652338
>>16652322
if the first game you make is your dream game then you're either extremely talented or don't have any talent at all. this is true for any creative effort, not just video games.
57be38 No.16652352
>>16652338
I doubt I'm talented but who knows. You'll have to answer that one for me eventually.
>>16652335
If it's truly your dream game, don't be afraid to take longer with it. You're not dealing with a publisher, deadlines are pretty much arbitrary.
44b5ea No.16652353
>>16652338
well your dream game doesn't mean it's your magnum opus it just means it's the game you are passionate about making in that current moment. people get plenty of dream games after their first initial one.
2c6244 No.16652365
>>16652338
Personally it was more fun for me to first learn how to handle collisions when working with my own project than pong, but to each their own.
44b5ea No.16652366
>>16652352
yeah maybe i'm being to harsh on myself with such a strict deadline… and what i need is like you say is to take longer… hmmmmm
i'll try to get as much work done on it as possible at all times but if i get to a point in which i feel for me to make a better game it needs much longer i'll think about your advice and extend my time.
89da65 No.16652375
>>16652105
>i have very solid unique idea for the game and it's aesthetic and tone and but i don't know how to come up with a fun mechanic that goes with the theme and aesthetic of the game.
>i have very solid unique idea for the game
>i don't know how to come up with a fun mechanic
You don't have a solid idea for a game, you have a mood board.
>i'm not expecting my first game or even my first games to be mechanical master pieces i just want them to very unique like yume nikki
When I say your games are going to suck hard, I mean they are going to suck hard. If I think that through hard work you could make your first game good, I would say so, but the "hard work" of game development is making bad games until you start making mediocre games until you start making pretty alright games and so on. Oftentimes this is the same game that you come back to later when you have more experience, but at that point it's no longer your "first" game.
>i just want them to very unique like yume nikki which all you do mechanic wise is walk and interact with things
"interact with things" is very broad. I've never played yume nikki so I don't have a frame of reference there, but if you can answer that question to yourself that's a start.
>i always think of the words of reggie from nintendo "if it's not fun why bother" do you think i should apply this in my logic when trying to find my gameplay loop?
If you want your game to be fun, yes. You shouldn't need to ask me this.
>in terms of my scope i think the largest i want to go is maybe a gen 1 pokemon game,harvest moon more friends of mineral town, or yume nikki.
All three of those games have very different scope. One seems like a walking simulator, one focuses on farming and relationships, and another is an RPG.
508c36 No.16652386
>>16652296
>filename
FUCK
Thank you. That's what I get for saving soundless webms.
44b5ea No.16652393
>>16652375
the moodboard is not the full idea, my idea is based on a hobby that literally doesn't have any video games about it which is sewing, and is something i have been doing ever since i was a kid.
true i get what you mean by them sucking then what if i go the build route and just drop new builds of the same game constantly?
lets say instead of trying to get a complete game done in a month i try and get the first build or so done and a website set up to host my game with news and updates?
i see what you mean by there different scope, i guess i never noticed much of a difference excpet pokemon having a larger one because it's an rpg but harvest moon and yume nikki are both very chill games you can play at your own speed and pokemon also to an extent, that i never noticed the scope difference to much
89bb11 No.16652395
>>16652352
>>16652353
>>16652365
if your dream game is just to make a game then ok sure. but for example, nobody who is still trying to learn 3d animation would be able to make something like wall-e or the incredibles.
44b5ea No.16652401
>>16652393
just noticed all my typos sorry i'm dumb and bad when it comes to writing sometimes.
57be38 No.16652423
>>16652395
And nobody here would be able to make the Witcher, with the Witcher's world, the Witcher's amount of quests or the Witcher's graphics. But we're not talking about making the Witcher and we're not talking about Wall-E.
My expectations are somewhat realistic, as I know by now what I'm capable of. I've been working on all fronts - coding, composing music, doing 3D modeling and anything else I need or can think of. I know I'm capable of it, it will just take me a very long time.
A dream game does not have to be the most advanced thing in the world, not really. That's why I'm pissed off - it should certainly be easy to pull off for anyone who wasn't me. Nintendo could do it easily - 3d platformers are their thing and they've come damn close - they just refuse to.
44b5ea No.16652428
>>16652423
as long as you stay on that game dev grind i think you can make your dream game.
89da65 No.16652429
>>16652393
>true i get what you mean by them sucking then what if i go the build route and just drop new builds of the same game constantly?
>lets say instead of trying to get a complete game done in a month i try and get the first build or so done and a website set up to host my game with news and updates?
Releasing a bad game and then patching it until it's good is all the rage these days.
I wish you the best of luck. Don't give up. Just make your game.
2c6244 No.16652431
>>16652395
My point is as long as you're actively learning, your first project being your dream game is irrelevant. I personally liked working on something I really wanted to make, while some people like starting with pong.
Both are valid as learning tools so long as you temper your expectations and don't expect to make wall-e on your first, or even hundredth iteration.
44b5ea No.16652436
>>16652429
thanks i'll go start making my game now and using the op for help. i'll also post updates here of new builds i'll host on my site.
>>16652431
this
is what i also think, i might need to lower my expectations to start, but i'm going for the build model now so i can always improve on my foundations with time.
89bb11 No.16652445
>>16652423
>>16652431
I think my example didn't help to make my point clear. making video games is hard, but given sufficient time even a monkey could probably make one, especially with how many tools are out there to make the process easier. I wasn't talking about the video game making process but the video game design process here >>16652338 , something that is part of making a video game.
and I do agree that working on stuff you enjoy might help you learn to make video games faster than just a throwaway project.
03e9d8 No.16652447
>>16652308
You can be inspired by other games, but you need to be able to see links between things that aren't obvious, I think Devil May Cry is a good example of this, it takes a lot of inspiration from Star Fox, but the similarities aren't so obvious, the ability to completely avoid damage, the smug shit talking from enemies, hidden scenarios, while only part of the game these elements were used, their combination with action games, and RE style level design, and then the nuances of enemy and combat design, the game was completely pivotal, and it came from a guy who grew up playing games, and was inspired by video games primarily, if you can't do this to that grade, as an idea guy you are like the 99.99% and hold 0 value.
Then you can look at games that take inspiration that are bad, like Stardew Valley, the only things it adds are a crafting system, more content, combat, and dungeon delving, none of this improves on Bokujou Monogatari, it's just trending shit that everyone wants in games, and more endless grind, the game even cuts back on the hardship phase of running the farm, which was always an important aspect of the comf, because you had to earn your relaxation.
>>16651826
>i want to create a good unconventional rpg game or just a weird game (e.g yume nikki, katamari,ect) in unity free version within one month and have it become successful, all i know how to do so far is how to make pixel art and the basic unity and blender layout/functions but i don't know any 3d modelling or coding.
Nevermind, I didn't realize that this was bait.
2945eb No.16652970
d6a30b No.16652977
>>16651826
>>16651939
>>16652105
>>16652256
>>16652277
>>16652293
>>16652308
>>16652335
>>16652353
>>16652366
>>16652393
>>16652401
>>16652428
>>16652436
>(15)
How about you lurk more and post some actual progress before you insert your 4um tier cancer here you gigantic faggot? Take your chatting back to reddit.
ccb78e No.16653000
>>16645756
That's not the game I'm remembering. What I'm thinking of pre-dates 8chan by at least a couple years.
a76457 No.16653006
>>16651826
Just like make game. This is unironically the best advice I and anyone else can give. You are clearly too inexperienced to produce any half-decent game designs, let alone actually put it into production. Go make some garbage and accrue skills.
311953 No.16653066
>>16652970
It's the best place for indie exposure.
b934a5 No.16653080
>>16652970
holy shit, where do you host your games, nigger?
2a7a2f No.16653102
It's that time again.
Does anyone currently need a Britbong VO for any of their projects?
651813 No.16653276
How do I replace my OpenGL functions with VBOs?
On a completely different note, how useful is assembly for enginedev? Do you use asm at all?
Also posting progress from like a week ago.
Todo:
>these functions to rotate and scale are hardcoded, make it so I can edit objs in program
>still implement that fucking physics
>some refactoring needed here and there
651813 No.16653281
>>16653276
To clarify I am currently using deprecated functions like glVertex2d, that would benefit replacing my immediate vertices with VBOs.
f71ecf No.16653287
>>16653276
I never code anything in ASM but at times I will use https://cppinsights.io/ to see what the compiler generates to see if there's any funny stuff going on that I might be able to fix. Usually it's better to write code that the compiler has an easier time to handle rather than writing straight assembly.
>glVertex2d
>CY + 4
>mfw
It's not that hard, depending on how well abstracted your graphics engine is. Hard to say without seeing your code to be honest.
ec4209 No.16653310
>>16651826
Nice bait, look at all these (you)s.
4d7662 No.16653529
>>16653276
Query GL_ARB_vertex_buffer_object in your GL_EXTENSIONS string and read the function pointers out with wglGetProcAddress/glXGetProcAddress. Enable the client states for your vertex format you are using, for the sake of example lets just say your format is a 2-component XY and UV coordinate per vertex. In this case you would enable the client states for GL_VERTEX_ARRAY and GL_TEXTURE_COORD_ARRAY, then pass your VBO into glGenBuffersARB, bind the buffer, and set up the strides with glVertexPointer/glTexCoordPointer. Finally draw it with glDrawArrays or glMultiDrawArraysEXT if you have a bunch of calls you can group together easier.
Everything is explained thoroughly and with code examples in the specification:
https://www.khronos.org/registry/OpenGL/extensions/ARB/ARB_vertex_buffer_object.txt
You should also consider replacing your non-VBO path with calls to glDrawArrays because that is what the VBO extension extends. It's behavior is described here:
https://www.khronos.org/registry/OpenGL/extensions/EXT/EXT_vertex_array.txt
And you should probably read it to give you the context to read the first link. You don't need to do anything to use that extension, and you can omit the postfix "EXT" because you are targeting OpenGL 1.1, so it's automatically loaded for you. (basically nothing supports only OpenGL 1.0, it is not worth mentioning, only some old SGI workstations are limited to this but I don't know the details on it.)
It's better to use VBO's but really the implementation is caching and optimizing everything for you so it's not like using glVertex2d is inefficient on modern hardware. The most optimized way to do this is to construct everything in a geometry shader but you don't get these until OpenGL 3.2. It's not a toaster-friendly way to write code unless you have a separate path.
If you're wondering why you shouldn't just assume that VBO's exist (you still have to load the function pointers), certain cards support VBO's but don't report OpenGL 1.5 or higher so the only way to use this feature is through the extensions. For example if you have a Radeon 8000 series card it only supports OpenGL 1.3 but it can still use VBO's, I have such an ATI card like this.
2945eb No.16653611
>>16653080
on my website, either as a direct download from the site itself or linking to several download site like mega, mediafire
if the game is free there's no point putting it on a sales platform
e94f5c No.16653783
>>16651826
>within one month and have it become successful
Flappy bird RPG or something
Unless you hit the next viral trash you won't make something successful in a month
798b23 No.16653834
>>16651826
you don't deserve all the attention that you get
why do you feel the need to torment everyone here like this?
fb3439 No.16653917
Would finishing all the chapters in the "C programming language book"+exercises be a good starting point for me to begin a gamemaker/unity/LOVE/godot project? I don't just want to blindly rely on the engine without barely knowing how to code a simple program of any kind. I'm currently on the calculator chapter and I think I'm getting the logic of it, although the syntax is a bit odd and I'm having trouble getting the EOF character to register.
a41386 No.16653922
>>16653834
No reason to be upset, the answers he got are still useful for other people that are less delusional.
Also he will learn his lesson after spending the first whole month just learning unity without making meaningful progress.
752f89 No.16653924
>>16653917
Not really, in C programming you'll primarily deal with peculiarities of C programming. A book on python (or some similar language) may be a better choice.
49838b No.16653963
>>16653917
Why would you learn a language that none of those engines use?
36dd5e No.16653968
>>16653917
C & C++ are unnecessarily complex for amateur gamedev. Like >>16653924 said, python might be more directly useful (and time efficient). Godot's GDScript is python-based.
If you have your sights on Unity, go straight for C# learning (it's like Java's succesor, and NOT C/C++).
fb3439 No.16653980
>>16653963
I don't really know, it's what I had in mind since I used to program microcontrollers an age ago, but it was pretty barebones code.
311953 No.16654003
File: e2d4ff463904c7c⋯.png (Spoiler Image, 113.23 KB, 1322x1201, 1322:1201, Capture _2019-06-30-12-30-….png)

Holy FUCK. Theres a tweet that made my game viral.
b934a5 No.16654032
>>16654003
who the fuck is karen chan?
b934a5 No.16654034
>>16654032
scratch that, WHO THE FUCK is HotBloodedHeroine
36dd5e No.16654035
>>16654011
Python-based might have been the wrong expression. It's python-inspired and uses almost the same syntax.
d6a30b No.16654036
>>16654003
I thought it was pretty known before already. Expect to see even more cancer.
4d7662 No.16654049
>>16653917
Either start working on your own 2D engine or learn whatever streetshitter language those engines use. You're going to be reliant on them even if you learned enough to know what's going on and why they're broken. But at that point you would know enough to make your own engine.
Also the C programming language gives exercises that only make sense on modern computers if you already know how to use C and UNIX. Modern terminal emulators don't let you type an EOF so you have to pipe a file into your program to actually make them work. something like "cat a.txt | a.out", just use the book as a reference, read something like this: http://icube-icps.unistra.fr/img_auth.php/d/db/ModernC.pdf and come up with your own personal challenges.
311953 No.16654060
1a9ff6 No.16654080
5540a9 No.16654154
>>16654049
Ctrl+D generates an EOF
4d7662 No.16654189
>>16654154
The more you know, that's good to learn. Actually searching it brings up a ton of questions on forums where someone is going through K&R C and has no idea why their getchar() program doesn't work, I actually ended up using scanf() because I couldn't figure it out the first time. It also seems to be CTRL-Z on Windows and CTRL-\ on AmgiaOS. Interesting stuff..
4ecdea No.16654609
>>16653917
No. That exercise, while educational, would not be immediately useful to your goal of making a game with an existing game framework.
Download, explore, and modify existing gamemaker/unity/LOVE/godot games that you find interesting and would like to spend modifying.
I've made quite a few simple games just using C and SDL. There is a definite ceiling though to what I can do with this. Godot for instance has probably 10s of thousands of man-hours invested in things like rendering engine and asset serializing that I don't ever plan on writing. So, while you can make games with straight C and OpenGL, there is a practical limit at which point your path, using Godot or similar, makes far more sense.
2a7a2f No.16654741
>>16654003
Prepare to fend off a new wave of redditors.
008540 No.16654808
>>16630346
>>16631928
>>16632557
I don't know what's up with all REEing but your models and animation remind me of the ones from LBA/Twinsen's Odyssey. I like it but stop trying to copy weebshit and make your own style
a18d93 No.16654858
>>16654003
>>16654741
This is my biggest fear when making a game, how to I keep away reddit/4cuck/discord or any other unwanted communities?
1a9ff6 No.16654865
>>16654858
There's no avoiding that if you ever become successful.
311953 No.16654867
>>16654858
You can't. And you need them to be honest since they are by far the ones with the wallets. Just don't let them sway or fuck up your game's direction.
923481 No.16654868
>>16654858
Literally tell them to go fuck themselves in the format of calling them cancer.
57be38 No.16654885
>>16654858
I think limiting your social media use should help with that somewhat. That, or going full out "toxic" in their eyes.
1a9ff6 No.16654889
>>16654885
Going full "toxic" will ruin your ability to make money, stfu instead and grind, that way you'll make take money from people you hate and use it to further whatever cause you believe in.
8dbe9c No.16654911
>>16654858
why do you care? are you that easily influenceable?
293761 No.16654930
>>16654858
depends on your content, but even when they start to screech worst case you'll be in the twitter echochamber for a week till they move on. just don't apologize, ignore it. silence is golden. giving them attention won't do anything good and will only bite you in your ass since they now know they can bully you for the cause.
basic opsec should be done anyway, if your only point of contact is a store website etc they can't dox you or harass your family/workplace etc.
293761 No.16654940
>>16654808
>LBA/Twinsen's Odyssey
>stop trying to copy weebshit
are you implying LBA is weebshit?
9d7f9f No.16655042
>>16633646
I fixed it (a few days ago)
The matrix multiplication before was right all along, I was on a false trail due to several small error:
- Misconception of "baseInstance" in the OpenGL batch draw, I thought it was related to the instance command placement, but it was instead where the base data concerning a unit to be drawn in batch and where the first one is located.
- Having a test unit at the origin
The second point made me fiddle with matrix and made me think it was rotating almost at the right location, the first point would draw other boss running around but with their turret flying around, and since I didn't update their node it was a null vector… Which would let the turret stay in place.
It turns out I needed to transform the bone location to origin, apply my rotation, then invert the first transformation.
And since I didn't kept the skeleton information before, it was only processed temporarily when loading and pre-calculating animation, then deleted. So I just used another small memory slice and storing all this as reference and it's working fine.
I'm getting to have a firmer grasp on how I'm using those memory slice and hopefully will automate management slightly.
Right now, boss script and before it, arranging model a bit so it's up to scale with the rest of the models, and adding missing node for other weapons.
2a0c4c No.16655077
>>16653917
I did the C++/C route and it won't teach you game programming at all. If you want to start with game programming, start with game programming.
Find a tutorial for your engine first. Once you're used to your UI and importing assets, do a very simple project like a pong/breakout/asteroids clone. The sooner you fail, the faster you'll improve.
2a0c4c No.16655079
>>16654858
Don't be a toxic dev, just don't talk with them.
5d312d No.16655205
>>16654858
>how to I keep away reddit/4cuck/discord or any other unwanted communities?
Just like, make shit game.
>>16654808
>I don't know what's up with all REEing
If you're not from here, why would you try to comment? He's a retarded huebrbr who shits up the thread every half year or so when his ban expires, constantly posts shit work, then gets defensive against anyone who tells him anything isn't already perfect. Do not engage him, just filter him.
36dd5e No.16655286
>>16654858
>Place /agdg/ logo on game credits
>Game is successful
>8chan is swarmed by newfags
I too wonder about this. I progress is posted, people will know and find the prigins and come here regardless of /agdg/ in-game mentions.
db1ceb No.16655389
>>16655286
>>16654858
You can always use an abstraction of the logo placed subtly
1a008a No.16655437
>>16654858
Why would it matter to you?
bada01 No.16655565
>>16654858
Don't do that. You're free to ignore them after all and if any of those communities buys your game (if you're selling it, that is) it's literally free money to support you.
The only issue ever is trying to pander to them since you're gonna make a shit game if try that, but this only happens if you start caring more about cash than about your game.
There's also the neat bonus that you might expose those communities to stuff they usually never see and end up changing their tastes for the better, too.
b50358 No.16655573
>reply to wrong post
>can't repost because "muh flood"
wewe
>>16655286
Why would you want to put the logo in your game? First of all 4chan's /agdg/ is still much bigger and the true source of the logo and the name /agdg/. Second of all 4chan became a cuck shed and you can't know 8chan won't as well, and you might be associating your games with that in the future.
a18d93 No.16655613
>>16654885
I dont use social media at all and dont plan on communicating with the "community" if anything needs fixed or added i'll just come here
>>16654889
games arent like other media, if i was creating a movie or book i'd glady cater to those faggots to swindle their money, but with games they can actually take control and enforce their will onto others in multiplayer/coop, so if the game gets taken over by them then you'll be forced to play on their rulecuck servers
>>16655437
>>16654911
>why does it matter?
its like creating a child only for it to grow up one day to get violently raped, it will never be the same after it and will only get worse. Would you want your game to harbour trannies and cucks? Do you want the online community of your game to be ran by rulecucks?
>>16655286
>placing anything in the game that relates to 8chan
I dont want people to know this site exists or come here to shit the place up, if it does blow up in popularity or causes a media shitstorm i'll just blame 4cuck
c461c2 No.16655615
1a008a No.16655618
>>16655613
But you can just ignore that community, not interact with it. Even better, if you actively and openly chose to interact with communites that are at odds with your hated community you will cause so much asshurt it will be glorious. I wouldn't worry about it mainly because first you actually have to finish a good game.
49838b No.16655660
Reminder that every one of these threads is archived so all of your posts can be tracked and associated with your games in the future. Welcome to modern imageboards.
a18d93 No.16655665
>>16655618
>first you actually have to finish a good game.
Hopefully I can get the beta out soon™
>>16655660
Who actually goes through the archives? and you really think newfags would even know about it or how to use it?
49838b No.16655676
>>16655665
>you really think newfags would even know about it or how to use it?
"Newfag" implies someone who's going to use this website so they would find out about you anyway if you post here.
The archive means that anyone who wants to attack you can use it against you and in the process bring a lot of people here, plus know about every other thing you've ever said besides progress thanks to IDs. If you've ever made a mistake or done something embarrassing people can dig it up from there.
cd6f99 No.16655693
Is there more resources on data-oriented design that can someone point me with? fucking objects are so fucking stupid and became even more stupid as I was using C++ and at the same time actually trying to create REAL programs, it is such a pain in the ass actually thinking about this retarded braindead OOP shit
b742f8 No.16655713
>>16655660
The archives are messy and often don't include images or stuff like this in the older threads.
03e9d8 No.16655729
>>16655660
Jokes on you, I don't talk about my game here
173778 No.16655737
I have some programming skillz but I don't know where to start
Pls help
c461c2 No.16655784
>>16654858
Look at the kind of media these people are attracted to and make sure not to include any elements form them: Happy Potter, Dr. Who, Undertale, nu-humor, tumblr art and memes. And what do they hate? Difficulty, non-rollercoaster progression, attractive females/tits and pretty much anything that isn't pretentious and gloomy in-your-face existentialism.
36dd5e No.16656026
>>16655737
Get some engine and look up tutorials on making a super basic game. Then use your l33t hacking skillz to open up the api reference and build from there.
a18d93 No.16656316
>halfway through making a model
>only use grid to move verts
>check it for some reason
>find out all verts are off by 0.00000001
is there any way to prevent this shit? or a more effective way of fixing it?
d9b005 No.16656364
>>16656316
Yes, it's to stop being autistic about floating point rounding errors. They're inherent to how floating point math works on computers.
7cf470 No.16656414
>>16654858
>He doesn't want to make easy money from a gullible fanbase
a18d93 No.16656474
>>16656414
I want to make good games that we could play on gamenights or maybe someone can play alone or with friends years later, some games will be totally free though, like the current project im working on, for me its not about money more of providing non-kiked fun games to people
1a9ff6 No.16656549
>>16656474
You need to make a game like prop hunt, the hunted or trouble in terrorist town, or since you don't give a fuck about making money and most likely copyrights, make a mario party clone with characters from a game that everybody loves like mario party but with final fantasy characters and mini games themed around final fantasy. It will take you some work to animate everything in a somewhat cartoony manner.
a18d93 No.16656563
>>16656549
I always wondered how someone could make gamemodes into their own game, would you make them seperate from eachother or have them all in one game so you could jump from prophunt to TTT without closing the game and booting up another one?
1a9ff6 No.16656605
>>16656563
It depends on what you want and also on the number of players available.
c94e9c No.16656697
>>16655660
>>16655676
They only care if you politicize your game to begin with. Nothing happened with Yandere Sim or any projects here.
Not that I care though, that fear prevents the worst types from shitting up these threads. Teaches people to think twice before they post.
6ad1f8 No.16656795
>>16656697
>if you politicize your game to begin with
>pixel tiddies are politics
if your game gets big enough they'll latch onto it just for the attention.
c94e9c No.16656832
>>16656795
They don't care about tits if you're indie.
db1ceb No.16657309
>>16656832
If you're indie, they want you to be MTF
36dd5e No.16657325
>>16657302
This is the kind of gameplay that will make you a millionaire.
e94f5c No.16657331
>>16657302
Well, if it becomes a game…
I guess progress is progress
2da5f8 No.16657338
>>16657302
>Stickman survives walking in the middle of the road with traffic
Radical shit.
db1ceb No.16657419
>>16657302
It might be crude, but at least your game is interactive.
All I've made in the last month is engine improvements
311953 No.16657642
You may not like it, but this is what peak performance looks like. Twitter is insane.
d2a1c3 No.16657658
>>16634812
Building new test/demo day map.
36dd5e No.16657662
>>16657642
Congratulations, anon. Nobody here will resent your twitter-related success.
f71ecf No.16657911
>>16657642
Congratulations anon, you're making it.
0cda0f No.16657918
>>16657642
Twitter and Tumblr and the like really excel at spreading stuff around. Long time ago when I used Tumblr one of my shitty meme posts got like 20,000 notifications even though I just posted it casually and only knew like 2 people in there.
59922d No.16658220
>>16657642
That's pretty crazy considering you were earning close to nothing from (((patreon))) a few weeks ago and now all of the sudden you're almost on 600 a month, congratulations anon
cbe0e5 No.16658255
Has anyone tried delta3d before? From what I've seen it looks like it would be a good 3d engine for a more simulation-oriented game, but I've never heard of someone actually making a game with it.
57be38 No.16658644
How in the name of fuck do I depth buffer in OpenGL without shaders? As it stands, it's just drawing everything in order, the last things drawn on top even if they're behind the model. I tested it by swapping coordinates around, the last thing drawn is always on top, regardless of depth.
The typical shit that comes up in searches, like glEnable(GL_DEPTH_TEST) and whatnot doesn't seem to change anything at all.
As a sidenote, despite glOrtho having specified that zNear and zFar are 0 and 1000 respectively and glDepthRange also being set to the same values, OpenGL still culls anything outside of (-1 to 0). Any ideas for why this is the case as well? (0 to 1) would make some sense since that's the default depth test coordinates, according to
https://learnopengl.com/Advanced-OpenGL/Depth-testing
a76457 No.16658794
>>16658644
Your issues sound w divide/clip related.
Don't forget to setup your perspective matrix correctly.
4d7662 No.16658964
>>16658644
Why bother using the Z buffer in an orthographic projection? Explain what you're actually doing and trying to do or else it's not possible to help.
a76457 No.16659002
>>16658644
Also you can't set the near plane to 0.
3ff6af No.16659078
Haven't touched my shit in almost 2 months. You guys wanna see something cute? Have a right click menu.
cd6f99 No.16659351
b934a5 No.16659389
>>16659078
super cute
is this some super sikrit project or did I miss your previous posts?
56368a No.16659391
3ff6af No.16659418
>>16659389
Thanks. I post updates on occasion but the last one was 3 threads ago
>>16659391
Loss?
e36668 No.16659773
>>16657658
Reduced the level to a sidescroller, because if I can't make that fun or interesting then how could I for a 3D platformer? Also camera offset works. I have to get some radar code moved around tomorrow, been up since early this morning. Demo day soon, devs.
db1ceb No.16659897
>>16659773
>Aug 8th
Crap why'd you have to remind me
7c8f14 No.16659943
guy on 4cuck yesdevving at burger king. thoughts?
36dd5e No.16659979
>>16659943
>Catholic Space Orks
e4a054 No.16660222
>>16659943
I'm proud of him, even if he is a halfcuck. Thanks for the motivation, I've got some shitty prototype code that's been begging for a cleanup.
49838b No.16660435
>>16659943
>here's what 4cuck shitposted about today!
This thread takes another step lower.
bd6445 No.16660551
Is there any method of increasing performance to Visual Studio and UE4? It runs so slowly on gaming PC.
311953 No.16660713
Any lawfags in here? My understanding to copyright is that companies tend to only gobble small fish. As in, if you are some small time nodev who happens to use somebody's copyrighted material, they won't really care. However, as you grow in popularity, the chances of getting sent a C&D rises. So for my project, I've decided to purge "Shinobu" and "the Shinobu character" from my game. However, I thought that I could instead allow character customization thereby allowing users to do the modding. Meaning I can easily put in Shinobu back into the game as I develop it via the simple customization system. So visually nothing changes outside of now supporting custom characters. "Shinobu" won't be the principal part of the game anymore. Courts scare me.
>>16659943
That's pretty funny.
779df3 No.16660760
>>16660713
If you want to stay out of court consult a copyright attorney with experience in the field, or find a lawyer who has connections to such an attorney and take their recommendation.
b0710d No.16660790
>>16660713
you'll probably get more attention with it advertised as an all-purpose moddable waifu sim anyway. good luck
049511 No.16660878
>>16639981
you leave amateur hour when people talk about your studio.
049511 No.16660891
>>16656316
>0.00000001
ye, set your software to only display 7 significant digits.
44a0cf No.16661025
>>16660551
VS spends a lot of time reading shit, so installing it and your projects on an SSD tends to speed it up. UE4 starts up a lot faster if you do the same, though it's not as much of an improvement once it's running. You can set the settings of your viewport a lot lower, though. That tends to help if you dev on a potato.
49838b No.16661098
Anyone have experience with RemedyBG? How good is it? Or is it early access-tier?
36dd5e No.16661499
>>16660713
I suggested something like this some time ago. Change the "Shinobu" name from the title (if and only IF Shinobu is not an actual japanese name. If it's like "John", you can keep it), and allow for some hairstyle and hair and eye color customization, Shinobu-style being one of them, maybe even the default.
d9aa7e No.16661748
Modelling the SMG for my FPS right now. I'm kinda torn on what type of magazine it should use by default.
I'm thinking either of a Suomi style coffin-magazine, a classic drum-mag or one of these cylindrical mags like the Bizon uses.
Any thoughts?
36dd5e No.16661814
>>16661748
Maybe just do what's more likely to be seen in the real world. Unless you're going for some artistic aesthetic, in which case you should go with your gut and not ask people.
d9aa7e No.16661826
>>16661814
But it's fun to ask!
You're right though. I will probably go with the coffin or curved mag. Cylindrical mags are kinda gay and modern and I feel that the drum magazine would require me to add a vertical front grip which would destroy the current aesthetic I worked hard to design.
e94f5c No.16661841
Making a generic plant for placeholder for all crops so i made a bush, but thinking back bushes are not crops, which plant would work well for a generic crop?
36dd5e No.16661849
>>16661841
Wheat, corn, one of the popular ones so it's easy to identify.
44a0cf No.16661852
>>16661841
>but thinking back bushes are not crops
Completely irrelevant for a placeholder. You could have tiny anime girls as plant placeholders, or crude penis models. It doesn't matter.
e94f5c No.16661866
>>16661849
That's the problem, it has to be something more generic looking, otherwise the player will ask "why are corn plants giving potatoes?"
I will probably make a placeholder for each type, one for vine, for grass, for tuber and for small fruit crop (like strawberries)
>>16661852
I want something i can recycle after everything has a proper model, a bush is a good prop to place anywhere
36dd5e No.16661879
>>16661866
A placeholder is a temporary model that will be changed for a proper model in the future. It exists in the meanwhile during development. Players wouldn't ever see them, so there would be no confusion.
36dd5e No.16661883
>>16661866
>I want something i can recycle after
Just use the bush then.
e94f5c No.16661906
>>16661879
It takes from one to two days to model and animate (growth stages) each plant after i get my rust off, has been a while since i made the first 3, i won't be able to finish the 60+ crops until next demoday, i need something presentable for now.
36dd5e No.16661922
>>16661906
Use the bush and each stage make it a different scale instead of a different model.
4d7662 No.16662166
Clipping tool finally has a working procedure.
b9a28f No.16662433
came to quickly ask a question on what my fellow anons think
smile game builder is going for 72% off on steam
do you think i should buy it, to make a 2.5d game or do you think i should stick to just using unity as it's free to build my 2.5d game?
36dd5e No.16662534
>>16662166
Cool, looks efficient to use.
779df3 No.16662649
>>16662166
If you told me that video was from 2008 I wouldn't question it.
Are you going to add a keybind or a right click menu to switch which side is used after the clip is made?
4d7662 No.16662718
>>16662649
The clip is made instantly, it doesn't work like the clipping tool in hammer. In theory I could have a bind that flips the normal, it's determined by the direction you drag the clip plane in, the big flaw really is just that this tool isn't integrated with the undo/redo/delete brush system so you can see me fucking up and not having any recourse beyond dragging the brushes out of sight, I don't really see a point in having such a system because it's slower than just ctrl-z'ing and doing the clip again if you do it wrong, eventually you should just have muscle memory to reduce the mistakes you make. Right click menus and buttons are nonexistent and everything is done using hotkeys because it's faster to work that way.
779df3 No.16662764
>>16662718
Could you draw the normal so you know which way the clip is going before placing it?
4d7662 No.16663222
>>16662764
Here it is, should save me some mistakes I hope.
db1ceb No.16663880
>>16662166
I notice it still has the original rectangular shape on the wireframe.
I forget what the technique is called, but is this applying that technique where you use a shape and bitwise logic on another shape as an operation?
4d7662 No.16663931
Here is the splitter tool integrated into the undo system.
>>16663880
You're talking about CSG. But this isn't an application of CSG. I'm just depicting the bounding box as well as the internal geometry. Selection is still done by the bounding box and not the actual convex hull that the brush represents.
The program actually does use CSG, this is to solve a specific problem, a valid BSP tree cannot be created if any invalid geometry exists, like a brush facing into another brush (any two intersecting brushes, which includes brushes right next too each other). So to fix this I perform a CSG merge between all brushes into all other brushes, thus creating a set of polygons that can be turned into a valid BSP tree. This only gets done once when the map is compiled though. The actual editor could benefit from CSG tools (like the carve tool in hammer) but this functionality can be done better by other tools, like vertex manipulation, at least that was my experience, so I don't really plan on adding those tools into the editor.
e20868 No.16664749
Long time lurker and shitposter reporting in with actual progress for the first time in years. Inspired by sigmadev I decided to write everything from scratch in C using platform API and Opengl. The wavefront obj viewer in pic related uses immediate mode, but today I'm working on the OpenGL extension loader so I can have VBOs and Shaders. I'm hoping to have a Windows port and something resembling a game by demo day.
4d7662 No.16665515
>>16664749
It's pretty good looking so far, hopefully you can get something cool going with this. What kind of game are you making for demo day? How's your setup, have you gotten the timers working right? I remember that took me the longest time, I always thought I had it set up well enough, but I kept having to improve that section of the code.
Are you using glDrawArrays or glVertex commands to draw? If you aren't using glDrawArrays yet you should refactor your code to use that, because VBO's directly extend that method of drawing. I wrote about that here: >>16653529
db1ceb No.16665525
New thread soon, and demo day is just five (5) weeks away
e20868 No.16665580
>>16665515
I frankly haven't tested my timer yet. It uses CLOCK_REALTIME to give a ms timer though on second look it appears I should probably use CLOCK_MONOTONIC. I just got my function loader compiling after a typo I didn't notice caused a linker error instead of a compiler error. The thing drawing the teapot used glBegin/End, but once I have the functions loading I will be using VBO's and targeting OpenGL 2.1 core which is the newest OpenGL my laptop supports. My ideal demo would probably be a 3d maze style thing.
4d7662 No.16665624
>>16665580
Millisecond time isn't precise enough. 60FPS is 16.666ms. You're missing two thirds of a ms each frame, so that's 40ms of inaccuracy every second. You want to use the nanosecond timer: http://man7.org/linux/man-pages/man2/timer_settime.2.html
There's also some housekeeping about giving up your time slice back to the kernel by calling sleep(), but you can't actually do that when you're too close to the desired timestep you're aiming for (otherwise your timer will only be as granular as the context switch time, which isn't totally accurate).
Is this maze in first person or an overhead camera? You can probably get away with a simple frustum cull, doing that.
db1ceb No.16665722
>>16665624
Oh that reminds me, I'm redoing my game/engine's update loop. I wanted to be able to set UPS and FPS on each component thingy. How do you accurately measure FPS/UPS? I use C# so my Time objects report ticks in long format, but if I measure the number of updates in the last say, 5 seconds, defining "5 seconds" feels arbitrary
44a0cf No.16665732
>>16665624
>You're missing two thirds of a ms each frame
You could round to 17ms for only half the inaccuracy (so 20 ms or basically one frame), but you're right that he should just use the nanosecond timer
I wonder if something like that is why Lethal League runs at 61 FPS, according to the devs last week during SGDQ.
d1ff1a No.16665921
I have an RPGMaker question. Again.
Which ppi resolution does the engine tolerate and which one is the most optimun not to be shitty pixel art but also doesn't have a file size too big? I'm about to jump out of the window because I might have to redo two weeks of work.
49838b No.16665942
>>16665921
>ppi
That measure is for printing and describing monitor specs. It means nothing for games, only the pixel dimensions matter.
d1ff1a No.16665947
>>16665942
Oh, so I can't bruteforce pixels into an image? And to turn it into vectorial art I need some shitty plugin that is paid or in some page full of malware stuffed advertisement.
5db1dc No.16665951
>>16665947
Can't you just use inkscape to trace a bitmap into an SVG?
d1ff1a No.16665968
>>16665951
I'm just not sure what kind of files RPGMaker MV accept for image resources.I just want to make a character that has a more normal size.
d1ff1a No.16665986
>>16665968
How about doing the drawing in Illustrator and then slowly trying to make the pixels fit well in Photoshop?
I have all the addons I need I believe and now I need to start making the art and program the events.
db1ceb No.16666069
>>16665947
For your sake (and others that don't know) here's a little lesson on pixels, colors, and stuff:
Light is a wavelength, with (infra)red being at the low end of the visible spectrum, and (ultra)violet being at the high end of the visible spectrum. In art, you were taught that red, yellow, and blue are primary colors which means you can mix them to make the other colors. For whatever reason, computer monitors instead use the RGB color space, replacing yellow with green.
Mixing colors in this way is called an additive color model. That is, you start with the darkest color, black, and add colors to it to make it brighter. It works this way for historical reasons too - vacuum tube monitors / CRTs used light guns to draw the image brighter. With LCD screens, they still use the RGB color model, because it's strongly associated with digital hardware, and is pretty much the only thing you can use (barring very specialized things like analog or CMYK-based monitors which can be expensive and not worth it unless you work in a professional print/animation studio)
This is all well and good for digital stuff, but when actually printing images, we use the CMYK model instead. Printing uses the Cyan - Magenta - Yellow - Black model. Instead, it's a subtractive color model. This means we start with the brightest color, white, and adding color to it makes the colors darker, towards black, or subtractive. Shirts and white paper are why this makes sense. The two color models are not interchangeable, nor are they an inverse to each other; converting to one from the other will result in some color data loss. However, for most purposes, it doesn't matter.
Pixels are of course, the smallest dot that makes up a screen. When a TV is a HD or UHD or 4K or whatever, it's referring to the pixel count on the vertical. Display dimensions such as 24" refer to the diagonal length (some manufacturers don't list the width/height of a display, unfortunately). At this point, you're also getting into things like refresh rate and aspect ratio (the latter being the width:height ratio, eg widescreen is 16:9 or 16:10 depending on where you're at). Different countries have a different standard for TV refresh rates, eg 58 Hz vs 60 Hz.
And finally, with regards to DPI, that's simply a conversion factor to say "map X pixels to one inch of physical printing". Printers are rated at supporting eg 300 DPI, which means if you have a 600x600 image, it will print best at 2" in size, anything larger or smaller resulting in squished or stretched images. Of course, printers cannot be pixel-perfect, so it doesn't really matter.
d1ff1a No.16666113
>>16666069
I must have asked a very stupid question to make you tell me such basic stuff.
What I was asking was if I couldn't squeeze an image in RPGMaker like you would do in any text processor, image editor, video editor or web edition, nothing else. Mostly because like that you can hide the squareish of pixels much better.
4d7662 No.16666167
>>16665722
>I use C# so my Time objects report ticks in long format
I don't know what the "long format" is. Doesn't C# have a way of accessing the high resolution clock windows provides (QueryPerformanceCounter/QueryPerformanceFrequency)? You either use that or the POSIX timer_gettime API for nanosecond time. I think this article explains it:
https://docs.microsoft.com/en-us/windows/win32/sysinfo/acquiring-high-resolution-time-stamps
>>16665732
I have this problem too, sometimes, and at various times, I think it's just an inherent issue, it's a granularity problem. The FPS cap only ensures that all frames take a certain amount of time to complete, but I think that it's possible to lose accuracy enough to start a new frame before my FPS counter registers one second. Like if 60 frames took 0.99999… seconds or so it would not count it as a "second" and would start a new frame. It's only if my 60 frames take slightly more than a second that it's actually at 60FPS. This is less of a limitation of the FPS cap and more of a limitation of my FPS counter. If you counted all frametimes over a second and averaged them instead of counting all frames it would come out right, because my FPS counter is really taking more than a second to register the "FPS" when it goes over by one frame.
db1ceb No.16666177
>>16666113
Actually it was because you weren't sure of the difference between vectorized and rasterized images that I wrote that up, and didn't even touch on it. Anyways, vector images are defined by points and paths. They can scale to any size without a loss of quality. Rasterization is the process of taking that path and converting it to a pixel format.
It seems that you want a high resolution texture, that gets downsized into a smaller image when its drawn, so it looks less pixelated? Look at what Factorio does - it uses Blender models, makes a high resolution spritesheet (eg images are 256x256 or so) and then they get drawn at the appropriate resolution at game time (32-64 pixels big)
db1ceb No.16666179
>>16666167
That doesn't really answer my question. Long is a 64-bit integer format, and I have access to the the timestamps anyways.
What I was asking was how to measure FPS in a non retarded way
4d7662 No.16666220
>>16666179
I see, I was confused about it, I mean you can just count the amount of frames in each second, but certain frames happen in between seconds, so you'd have problems… But, I don't really think it's that meaningful if a frame is lost or something in the measurement (FPS is just for show, not really accuracy, you would use frame time for that any way)
This is how i'm calculating FPS in my engine:
uint32_t fpsc = 0;
uint64_t fpst = 0;
main_loop:
while(sysflags & SYS_FLAG_SYSTEM_RUNNING){
timer_update(&timer);
if(timer.tstep >= timer.min_tstep){
fpst += timer.tstep;
fpsc++;
if(fpst >= timer.freq){
gfx.info.fps = fpsc;
fpst -= timer.freq;
fpsc = 0;
}
It adds the frame in between seconds onto the current second, instead of doing something like splitting it between second intervals or giving that frame to the next second, I think that is good enough… I have thought about it more and subtracted one second from the timer instead of setting it to zero, so the counter already has time onto it from the frame in between seconds after it's reset.
db1ceb No.16666821
e3af10 No.16667432
just bought rpg maker 2003 on sale for dirt cheap during the steam sale, i'm thinking of making a gen 1 pokemon old gameboy or gen 3 pokemon gameboy advance looking game.
got any ideas for cool mechanics or maybe even story ideas i could add into my doujin soft rpg maker game? it's going to be an original work and not based on anything but inspired by stuff like anime and manga and other games in a few ways.