[–] ▶ /agdg/ & /vm/ ~ Amateur Gamedev General & Modding Anonymous 07/21/19 (Sun) 07:35:57 cc33fd (36) No. 16711793 >>16711984 [Watch Thread] [Show All Posts]
weight painting is for suckers 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: >>16666844
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>QUARTERLY DEMO DAY SCHEDULED FOR August 8th (08/08)
>Please contribute to the wiki if you can
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▶ Anonymous 07/21/19 (Sun) 07:39:53 cc33fd (36) No. 16711799 >>16711811 >>16711957 >>16713369
daily reminder that adobe is literal cancer
>download mixamo fuse to replace placeholder character
>make generic white male and upload him to mixamo so they can autorig him
>download him from there
>all the bones are flipped opposite to the ones i have on my current skeleton
>current skeleton is from a character on the mixamo site
>have to redownload all my animations because they haven't bothered to update their characters with whatever is the default
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▶ Anonymous 07/21/19 (Sun) 07:49:37 cc33fd (36) No. 16711811 >>16711957 >>16714056
>>16711799
part 2:
>fuse is free ever since adobe bought mixamo
>but it hasn't gotten an update ever since
>there's a known licensing bug where fuse wont turn on because it can't verify that you've bought it (even though it's free)
>mixamo support official statement is "spam click mixamo about 10-20 times and sooner or later one of them will turn on, we're gonna fix this in the next mixamo update, also update never ever"
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▶ Anonymous 07/21/19 (Sun) 09:35:25 4e9e45 (3) No. 16711924
New menu. Haven't remade the buttons or the layout so it's still using the old one.
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▶ Anonymous 07/21/19 (Sun) 10:09:06 f76849 (1) No. 16711957 >>16711963
>>16711799
>>16711799
>>16711811
Are you using godot? It always flips my skeletons in it.
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▶ Anonymous 07/21/19 (Sun) 10:15:30 cc33fd (36) No. 16711963
>>16711957
no, unity, but the fault is definitely with mixamo because the auto rigger always gives me the same results if i give it a mesh with no bones, only the character i originally downloaded from them had the wrong bone orientations
they literally just never bothered to update their character library to have the same bone orientations, probably because it doesn't matter unless you want to know where your arm's forward is
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▶ Anonymous 07/21/19 (Sun) 10:33:33 67c340 (3) No. 16711984 >>16711996 >>16713168
>>16711793 (OP)
SHILLING MY VOICESHIT AGAIN
If anyone needs any voice acting in any of their projects, I'd be happy to help.
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▶ Anonymous 07/21/19 (Sun) 10:43:06 cc33fd (36) No. 16711996 >>16712117
>>16711984
for free?
i need generic bandit audio, ala "that's a nice head you have on your shoulders" or "
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▶ Anonymous 07/21/19 (Sun) 10:44:02 8846cc (4) No. 16711997 >>16711999 >>16712839
You guys should make a thread about your game when it's done. Just saying.
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▶ Anonymous 07/21/19 (Sun) 10:45:14 cc33fd (36) No. 16711999 >>16712252
>>16711997
>when it's done
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▶ Anonymous 07/21/19 (Sun) 12:26:32 67c340 (3) No. 16712117 >>16712127
>>16711996
Sure!
Got a list of lines you want me to do specifically?
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▶ Anonymous 07/21/19 (Sun) 12:31:52 cc33fd (36) No. 16712127 >>16712856 >>16714632
>>16712117
i'm not much of a writer so whatever you can think of works too
What do we have here
Where'd you come from?!
Intruder!
You won't leave alive!
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▶ Anonymous 07/21/19 (Sun) 13:16:32 315fe6 (8) No. 16712203 >>16712230 >>16714068 >>16715588
im new to these threads, just started reading them with the last one after i had a sudden urge to start taking programming seriously for the first time. my real first love my whole life has always been my fascination with computer operating systems/core programming and terry is my greatest inspiration of all time, but i also want to make a game for sure.
in the last week ive put my head to the grindstone and came up with an idea i'm really passionate about, a starcraft: brood war clone, down to the same isometric perspective and 2d sprite graphics. i originally wanted it to be a direct clone or source port with all the same units and just never release it (i'm a neet so if i ever actually pick up speed on programming i'll literally never see the light of day again like terry so who cares), but my idea grew from there into more of an "engine" or base game where players can freely create their own races and add them into the game (an idea i took from total annihilation: kingdom's ancient modding scene).
i'm planning on having a tile-based map editor with pre-created tiles so that all the tiles can support features like zerg creep or more, so all possible races supported by the engine can work on any map. (imagine playing zerg and the map didn't support creep, you'd automatically lose.) at least 4 base asymmetrical races are planned to come with the game, plus obvious stuff like 60fps and lan support. that's pretty much all i got, i think it's a solid design doc, my only real fear is that i'll get slammed with a lawsuit if i ever release it (will be released in public domain) just for being a 2d rts basically since there's really not a whole lot you can do to be different from sc:bw and be fun, and more importantly my engine will literally support creating the exact zerg/protoss/terran from brood war and importing them as a fan mod since i plan to have creep support, so i might get ass raped.
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▶ Anonymous 07/21/19 (Sun) 13:36:03 283c48 (7) No. 16712230 >>16712264 >>16714068
>>16712203
As long as they're distinct enough visually it doesn't matter if it mechanically rips off Starcraft. Even then the worst that will happen is you'll get something like a letter from their lawyers saying you're too close to their IP and to change some things. They don't take you directly to court with a lawsuit. If someone creates a mod that uses their assets that will be their beef to deal with and shouldn't involve you at all unless you're hosting their mods on your server or something, then maybe you'll get a DMCA.
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▶ Anonymous 07/21/19 (Sun) 13:49:20 480217 (1) No. 16712252
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▶ Anonymous 07/21/19 (Sun) 13:54:22 315fe6 (8) No. 16712264 >>16712295 >>16712516 >>16714068
>>16712230
makes sense. i honestly just realized that i have no fucking clue what to do about resource management, so it might not even have minerals/gas for it to be an issue (though, someone could just make a race scripted to have an incremental increase in minerals over time or something and basically accomplish the same thing). i'm also trying to figure out how multiplayer with download-from-host races with their own scripting would be anywhere near balanced, especially since you can just copy a random hacking race with the same visuals as a competitive one and rename it and use it competitively as a cheater. i guess i could put the race's wad md5 visible in the player lobby so you just glance at it to make sure it matches to know it's competitive, and maybe keep a list updated of "official" md5s that are at least somewhat balanced.
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▶ Anonymous 07/21/19 (Sun) 14:09:52 315fe6 (8) No. 16712295
>>16712264
just throw everything in this post in the garbage. the hash of the wad idea is terrible because nobody will want to patch their races to bug fix since everyone will think it's a cheated race.
maybe the brood war "set races, everything else is UMS" system really is the best, i dont know; actually playing an rts modded to have more races makes the game infinitely more enjoyable even if they're trash from my experience.
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▶ Anonymous 07/21/19 (Sun) 16:40:09 283c48 (7) No. 16712516 >>16712790
>>16712264
You could have a system where race customization is point based and clients verify the total points used to ensure its within a set limit. Of course you'd need to limit customization so players couldn't script things entirely, more like custom skills built from building blocks, like: Unit has average stats (100pt base cost) with a stun ability (1.5x cost modifier) that's an AOE (2.5x cost modifier) and pierces 1 armor (+50pt base cost). It would be a lot of work balancing costs but you'd have a vague semblance of balance rather than blind trust. As an added benefit it might make race modding more approachable for those that don't know a scripting language.
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▶ Anonymous 07/21/19 (Sun) 19:17:39 315fe6 (8) No. 16712790
>>16712516
thats a good idea, i didnt have anything like that on my radar. i'll toy around with the idea, i really liked halo 3's map building system like that where you had set money and items spawned decreased total money. maybe this could be a third option and just be fun on its own. imagine if you could mix races, like if you took all the points out of siege tanks and goliaths on terran and swapped it for reaver/shuttle.
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▶ Anonymous 07/21/19 (Sun) 19:36:09 42bbb0 (5) No. 16712839
>>16711997
So that people can accuse me of being a shill while digging into my history for drama? I'll pass and release on other platforms lol
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▶ Anonymous 07/21/19 (Sun) 19:43:01 67c340 (3) No. 16712856
>>16712127
I'll try to get a batch of them done tomorrow.
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▶ Anonymous 07/21/19 (Sun) 20:47:11 fc7f6c (28) No. 16713005
Buggy as hell, but almost functional!
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▶ Anonymous 07/21/19 (Sun) 21:43:39 154aef (1) No. 16713168 >>16714632
>>16711984
Could you say the following lines for my FPS game?
"Well, lets get this party started."
"Remember lads… Subscribe to pewdiepie!"
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▶ Anonymous 07/21/19 (Sun) 23:03:27 771366 (2) No. 16713369 >>16717841
>>16711799
That's why I decided to just make a custom proxy for Make Human so it will be rigged more easily without the need to upload it, since animations are still broken is practically the same.
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▶ Anonymous 07/22/19 (Mon) 02:01:10 700319 (6) No. 16713756
>>16713750
Raul's looking pretty not good, Cristian.
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▶ Anonymous 07/22/19 (Mon) 04:11:16 fff1e4 (2) No. 16714056 >>16714067
>>16711811
>Bought Fuse for close to full price a few weeks before it was bought out
>I've never been able to get the fucking thing to open in adobe's launchers no matter how many times I spam click it
I'm still mad
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▶ Anonymous 07/22/19 (Mon) 04:16:41 cc33fd (36) No. 16714067
>>16714056
if you read enough of the support forums you should eventually find this bat file
works for me so far
del /A:H "C:\Program Files (x86)\Common Files\Adobe\SLCache\Vjd7fUZ1c2UtMS4wLVdpbi1HTXt8fUFMTA==.slc"
"C:\Program Files (x86)\Adobe\Adobe Fuse CC (Beta)\Code\Build\Output\Fuse\bin\Release\Fuse.exe"
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▶ Anonymous 07/22/19 (Mon) 04:16:52 172d23 (42) No. 16714068 >>16714150
>>16712230
>>16712203
>>16712264
Visually, Starcraft basically rips off Starship Troopres, with a touch of WH40k and Aliens tossed in the mix. I'd say take Starcraft and at least one other visual inspiration.
Also, if this is your dream game, set your sights way lower: it might be more feasible to make a shitty game clone (like Pong or Space Invaders) that you can blitz through in a weekend. Build on your knowledge with each little project.
Even the veterans of this thread wouldn't touch an RTS game unless they were crazy
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▶ Anonymous 07/22/19 (Mon) 04:53:07 771366 (2) No. 16714135
>>16713750
careful with those triangles.
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▶ Anonymous 07/22/19 (Mon) 04:59:03 315fe6 (8) No. 16714150
>>16714068
thanks for the advice anon, i really do appreciate it. i dont have any illusions about it, i was basically just blurting shit out so i could look at it and see if it made any sense, and found a lot of flaws in the design already. i'm just drafting something to work on in the far future, i dont really expect it to get anywhere for at least a year, but maybe it'll inspire someone else to get a draft out and start hammering out ideas for something they'd love to do like me.
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▶ Anonymous 07/22/19 (Mon) 05:07:05 361de3 (1) No. 16714163 >>16714166
How the fuck do I even start doing something? I've been thinking about trying to just make copies of simple games to get practice with programing. I've also considered making a text game but maybe somewhat similar to a mud in how it works.
But like, how do I do thing man?
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▶ Anonymous 07/22/19 (Mon) 05:10:28 172d23 (42) No. 16714166
>>16714163
Dude just install Unity
More useful: If you want to program, you have to install shit to your PC so your code can get translated into an .exe file. This is something called a Compiler. Most languages have one, but some are interpreted languages (eg lua) and don't have a compiler in the traditional sense.
You'll also want to download an IDE of some kind, to manage your code. Even if you neglect doing this, Notepad++ is a wonderful utility program for miscellaneous text shit
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▶ Anonymous 07/22/19 (Mon) 06:16:00 172d23 (42) No. 16714269
Here's some progress from October of last year
In a few more days, I might be back to where I was!
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▶ Anonymous 07/22/19 (Mon) 11:39:59 ed5e8c (1) No. 16714632 >>16715282
>>16712127
Done!
I tried to keep it as generic bandit'y as possible, sounding like he's gargling a bag of marbles, if you need anything else just ask.
https://files.catbox.moe/otq5y5.rar
>>16713168
:^)
https://files.catbox.moe/4ljx8i.rar
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▶ Anonymous 07/22/19 (Mon) 13:25:25 51d13e (7) No. 16714725 >>16714736 >>16715057
I wanted to make a simple title screen, so I wrote an OBJ parser to render that model I have of the Sigma2 logo in the engine, I added some simple lighting and motion blur to make it look more interesting as well. Currently i'm only using the OpenGL 1.0 featureset to render this, because I wanted to check out the "accumulation buffer" in OpenGL, which is a useful tool but the way it's designed makes it essentially an inferior version of "render to texture" that is probably only hardware accelerated on SGI machines, it seems pretty obscure because of how few resources there are about it. The way its designed makes lots of copying between the color buffer and the accumulation buffer necessary because you can't just render into it.
My code is kind of messy, that's because i'm just messing around with it right now, i'm going to convert this into glDrawArrays calls and use VBO's, etc., to fix it up, and then look into https://www.khronos.org/registry/OpenGL/extensions/ARB/WGL_ARB_render_texture.txt to implement this in a reasonable way…
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▶ Anonymous 07/22/19 (Mon) 13:34:49 cb86e9 (1) No. 16714736 >>16714740
>>16714725
>code in an image
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▶ Anonymous 07/22/19 (Mon) 13:39:07 51d13e (7) No. 16714740
>>16714736
It's just smaller on the screen, I don't like to bloat my posts too much with code. It's not very useful to anyone to be able to copy, any way
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▶ Anonymous 07/22/19 (Mon) 16:29:35 30bbc1 (1) No. 16715057 >>16715102
>>16714725
Can you add this effect to everything that goes above certain speed in-game (projectiles, falling objects, etc.)?
Logo screen has strong Unreal engine 1 vibes by the way, which is great.
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▶ Anonymous 07/22/19 (Mon) 16:51:05 51d13e (7) No. 16715102 >>16715232 >>16716391
>>16715057
Using other methods, yes. I think that what I'm using to achieve it here is useless outside of this one screen because I can't control the blending of the accumulation buffer into the scene at all. Using a "render to texture" approach I can just render every object into a separate framebuffer, and then continually apply a certain alpha value onto that framebuffer to make the objects fade away, and freely blend it into my current scene. I'm sure there's something more complicated I could do with shaders that would be even better…
Right now i'm thinking about how i've implemented this effect… its very dependent on the framerate, but to implement it in a way independent of the framerate means recreating this effect from scratch in the accumulation buffer- in fact, at that point, I don't have a reason to even use the accumulation buffer. I can just interpolate however many frames and render the model how ever many times at various alpha values to achieve the same effect. The blur really can't be done by just using after images from your own frames, because that's so dependent on framerate… at least, not this method, unless you assume a constant framerate, which I cant. At least this is simpler to program and probably faster too…
I'm relieved that the accumulation buffer is no longer justifiable. I don't want to use it anyway.
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▶ Anonymous 07/22/19 (Mon) 17:53:33 51d13e (7) No. 16715232 >>16716391 >>16717687
>>16715102
And fixed. It looks like it still requires the accumulation buffer. Anyway I can work on this later….
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▶ Anonymous 07/22/19 (Mon) 18:08:24 cc33fd (36) No. 16715282 >>16738848
YouTube embed. Click thumbnail to play. >>16714632
neato
i guess i need something for when they die too, if you've got time
>I'll get you… yet…
>This… can't be…
>You… dare…
>How can…. this be…
grunt noises would be nice, although i think mine work well enough for the time being
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▶ Anonymous 07/22/19 (Mon) 18:10:35 8846cc (4) No. 16715291 >>16715297 >>16715322 >>16715358 >>16715588
Are your demo's gonna be ready for the 8th?
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▶ Anonymous 07/22/19 (Mon) 18:13:16 42fee5 (16) No. 16715297 >>16715299
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▶ Anonymous 07/22/19 (Mon) 18:13:32 8846cc (4) No. 16715299
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▶ Anonymous 07/22/19 (Mon) 18:27:03 24f0cc (1) No. 16715322
>>16715291
Probably, but I still wish it could be today forever so I could take it slowly
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▶ Anonymous 07/22/19 (Mon) 18:37:50 1c5b0d (1) No. 16715358 >>16715474 >>16716322
I fixed a few bugs where my AABB would get stuck, e.g. on stacked boxes edges.
Does anyone know where I can find free 3d models to use as placeolders while I debug, I'm a bit tired of using the same box for everything.
>>16715291
Maybe in 5 years yes
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▶ Anonymous 07/22/19 (Mon) 19:09:53 6065fc (3) No. 16715474 >>16715479
>>16715358
take a close look at how you are comparing coordinates at the edges of aabbs.
for example, if you are using <= in some places and < in others, it might be causing the problems you are seeing.
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▶ Anonymous 07/22/19 (Mon) 19:10:57 6065fc (3) No. 16715479
>>16715474
oh wow I misread what you posted. I'm dumb please shoot me in the face.
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▶ Anonymous 07/22/19 (Mon) 19:46:47 f3146e (1) No. 16715588
>>16712203
Whatever happened to the anon that was making that really cozy looking RTS with the steampunk aesthetic? It had pre-rendered sprites for the mouse, I haven't seen it in ages.
>>16715291
Already submitted.
>>16707265
What 's the easiest thing to develop in godot? I' m watching a tutorial on how to make a space shooter , but the version that the guy is using is older and they changed some functions name and structures . I 'm watching gdquest' s videos since there 's a lot and still updates, but there' s not a lot of material outside for the engine . Even the official site has problems with downloads and the guide .
A 2D in 3D example, something like Doom 3 computers.
Make a new scene, add a 3D mesh. Give the mesh a script, a new material, child viewport, branch the viewport with a panel and a button. Add a camera, make it current and extend the scene root. Make the mesh's viewport use 2D mode, add a camera to said viewport. Download the Godot 3D in 2D demo project, copy the script on that quad mesh, move that to your mesh's script. Make the script find your mesh and viewport if needed. The script is to draw a viewport's contents onto said spatial mat. Make a second script on a canvas layer (extend scene root!) that tracks mouse position relative to where it is in the root viewport (this should now make 2 viewports). Trace that input from the viewport to the quad, then make that input relevant to the button.
Probably not entirely easy, but there is no way the info for each one of these isn't out there somewhere.
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▶ Anonymous 07/22/19 (Mon) 20:05:35 736290 (3) No. 16715625
Invidious embed. Click thumbnail to play. >>16707265
2D stuff is easy because you don't have to fuck around with importing meshes, which is infinitely more finicky than it needs to be. 2D platformer is the easiest of all because you don't need to fuck around with AI. There's a billion tutorials for the stuff, just search for godot 3 instead of just godot.
If you want 3D, I'd recommend Miziziziz's tutorials. They're short and to the point. He also has stuff on 8-directional doom-style sprites and Wolfenstein levels, and that's pretty much all you need for a good, easy to make FPS.
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▶ Anonymous 07/22/19 (Mon) 23:53:50 6065fc (3) No. 16716322
>>16715358
remembered a few places for ya now that my brain's not all retarded. you may need to convert models to use. and you could also just slap a different texture on the cube if you want something different.
https://www.models-resource.com/
https://opengameart.org/
https://www.turbosquid.com/Search/3D-Models/free/for
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▶ Anonymous 07/23/19 (Tue) 00:22:43 172d23 (42) No. 16716391 >>16717793
>>16715232
>>16715102
What's the difference between a framebuffer and a texture you can draw to?
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▶ Anonymous 07/23/19 (Tue) 01:37:28 36eb32 (1) No. 16716583
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▶ Anonymous 07/23/19 (Tue) 07:19:18 172d23 (42) No. 16717313 >>16717693 >>16717793 >>16717899
Let's say I have 2000 actors and I need to sort them by their position or some other metric. Their position will update frequently, and they should be sorted at all times, because their update order matters. What is the best data structure for this?
Right now, I'm using an Array, and sorting it before I begin my update logic. It works, but I feel like I'm "doing it wrong" since I don't think it will scale.
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▶ Anonymous 07/23/19 (Tue) 11:19:38 42fee5 (16) No. 16717628 >>16717632 >>16717633 >>16717638 >>16717693
>program works
>add a thing
>it looks wonky
>remove it to go back to the way it used to be
>program crashes
>remove all traces of the thing I added
>still crashing
I'm going to fucking lose it
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▶ Anonymous 07/23/19 (Tue) 11:21:38 42fee5 (16) No. 16717632
>>16717628
>add a printf to check if a value is correct
>stops crashing
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▶ Anonymous 07/23/19 (Tue) 11:22:35 0139d3 (1) No. 16717633 >>16717634 >>16717741
>>16717628
>>remove all traces of the thing I added
something something version control
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▶ Anonymous 07/23/19 (Tue) 11:23:56 42fee5 (16) No. 16717634
>>16717633
It was literally no more than 6 lines of code either added or modified
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▶ Anonymous 07/23/19 (Tue) 11:25:28 1bfec4 (5) No. 16717638 >>16717643
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▶ Anonymous 07/23/19 (Tue) 11:29:51 42fee5 (16) No. 16717643 >>16717657 >>16717693
>>16717638
C. This usually happens when I overflow an array, but I didn't do anything that should affect that.
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▶ Anonymous 07/23/19 (Tue) 11:34:07 1bfec4 (5) No. 16717657 >>16717713
>>16717643
Are all your variables initialized properly? Doing x; instead of x{} has fucked me more than once.
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▶ Anonymous 07/23/19 (Tue) 11:49:50 163cc4 (4) No. 16717687
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▶ Anonymous 07/23/19 (Tue) 11:53:35 1a4b4c (1) No. 16717693 >>16718742
>>16717313
Only one way to find out, add 2000 actors and see if it still works.
Which sorting algo are you using? Your use case seems to have a partially sorted array, which some algorithms benefit from (I don't remember which ones). You could also skip the sort operation, and move the new element to the correct position as the metric changes, instead of in a separate step.
Array sounds right, but I'd have to know more about the data you're storing/accessing. It also depends on how the language works, since certain languages handle the data differently.
>>16717643
>>16717628
Use the following compiler options:
-Wall (tells you every problem with the program)
-Werror (doesn't compile until you solve them)
-O0 (doesn't optimize out your stupid code)
If you still have problems, use -g and learn to GDB.
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▶ Anonymous 07/23/19 (Tue) 12:02:37 42fee5 (16) No. 16717713
>>16717657
I found where it crashes, it's crashing when I dereference a pointer. Something really fucky is going on, a part of the pointer changes in the middle of the loop. Realized that when I re-searched for the node on each iteration.
Node * sourceNode = arr_get (& nodes , startIndex ); for ( int i = startIndex + 1 ; i < nodes . length ; i ++) { Node * sourceNode2 = arr_get (& nodes , startIndex ); if ( sourceNode != sourceNode2 ) { printf ( "HELP %lu %p\n" , sourceNode , sourceNode ); } else { printf ( "okay %lu %p\n" , sourceNode , sourceNode ); } }
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▶ Anonymous 07/23/19 (Tue) 12:12:37 42fee5 (16) No. 16717741 >>16717746
I found it
I was iterating a different array pointer twice on each loop, so it rolled into unrelated memory and was modifying that during the loop
It was something I must have pasted accidentally when I added the new thing
>>16717633 was right all along
What a great way to spend an hour
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▶ Anonymous 07/23/19 (Tue) 12:14:45 e7303c (1) No. 16717746 >>16717774
>>16717741
The AddressSanitizer would have caught that and you wouldn't have to guess.
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▶ Anonymous 07/23/19 (Tue) 12:24:56 42fee5 (16) No. 16717774 >>16717791 >>16717804
>>16717746
I don't like using debugging tools, they're such a pain to set up for each project. I can usually find the bug just by printing a few values that I suspect to be related anyway. Don't recall ever had a weird and misleading bug like this before though.
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▶ Anonymous 07/23/19 (Tue) 12:39:36 e50a61 (6) No. 16717791 >>16717809
>>16717774
Linting your way through can only do so much, it's not feasible to use it when you're doing a really big fucking loop. Knowing the stack trace is a great boon to have when you're trying to squash a bug, I highly recommend learning the most basic debugger.
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▶ Anonymous 07/23/19 (Tue) 12:41:18 51d13e (7) No. 16717793 >>16718742
>>16716391
The overview of the specification for framebuffer objects goes into detail about how it's different: https://www.khronos.org/registry/OpenGL/extensions/EXT/EXT_framebuffer_object.txt . It's the same concept but there are differences in it's implementation and features.
>>16717313
Maybe you could use heapsort to do this, at O(nlogn) it's better than quicksort in theory but is still slow. What are you doing exactly? Its hard to know what the best thing to do is out of context. Maybe you can make additional assumptions about the scenario?
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▶ Anonymous 07/23/19 (Tue) 12:47:01 41f143 (4) No. 16717804 >>16717899
>>16717774
If you're going to use C, learn to be effective with the debugging tools. Become very good friends with them. Speaking from my own experience it has been the key step to being effective with C in moderately larger projects (OpenGL rendering system, scene graph, portal occlusion system, auto-dungeon map builder, etc.). Printf debugging is never necessary. It's slower, it's less effective.
Build any tree or other data iterator that uses pointers into a function. Don't copy/paste these types of routines. Get them right and re-use. Maybe you're already doing this. I hope so.
Reorganize your thinking to not send single data items to a function that processes per frame. Send the entire array and operate on it all at once, or in blocks. Set yourself up for SSE wherever possible as early as possible.
If these three things seem unnecessary or absurd to you, seriously revisit your decision not to use GameMaker, Godot, or Unity.
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▶ Anonymous 07/23/19 (Tue) 12:49:27 42fee5 (16) No. 16717809 >>16717814 >>16717824 >>16717941
>>16717791
It's not that I can't use a "proper" debugger, I just don't know how to set it up easily. The best free one I know of is in code::blocks, but for that I need to create a new project in a special folder and import all files manually which aren't in a very obvious hierarchy and I normally use a batch script for compiling so I have to port the correct settings from within that too.
If there's a better way to debug with a GUI and without paying 5000 dollars and my privacy to Microjew then I'd love to know.
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▶ Anonymous 07/23/19 (Tue) 12:51:12 e50a61 (6) No. 16717814 >>16717817
>>16717809
Alright, I'll spoonfeed you: ddd. It's just gdb but with a gui.
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▶ Anonymous 07/23/19 (Tue) 12:52:55 42fee5 (16) No. 16717817
>>16717814
How about one for the OS that videogames are actually relevant on.
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▶ Anonymous 07/23/19 (Tue) 12:55:00 51d13e (7) No. 16717824
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▶ Anonymous 07/23/19 (Tue) 13:02:59 936160 (1) No. 16717841
>>16713750
I think you fucked up the proportions.
Here's mine for reference. It's not a good model with shit topography, >>16713369 this one looks a lot better,
However, you can see the relative size of different parts to each other and notice the difference compared to yours.
Here's a pic for reference. Set up a scale with 8 parts and model the body parts so they fit that size. Then adjust how thick they are based on that instead and finally correct if you want taller or smaller models.
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▶ Anonymous 07/23/19 (Tue) 13:40:49 eaebbe (1) No. 16717899 >>16718742 >>16719178
>>16717313
I remember doing some tests about this exact same situation. My end result is: You can have different tables holding tight packed data about your actors, in your example, the tight data would contain only relevant information, which is the position/metric, and the actor ID, that's it. Even if you update the actors and the data table every frame, you'd still get a considerable boost due cache hits. CPU just loves cache hits. I used this for my sweep and prune collision function and the results were very satisfying. But I don't have the numbers anymore. Of course, you only get the speed up when you have an important number of actors.
Also avoid heap memory and memory allocations in general, you can use the stack and allocate tables that will cover all your needs beforehand. In my case, I know that I'll never have more than 10000 objects, so I had tables with that size. That's how Quake did it iirc.
>>16717804
>Reorganize your thinking to not send single data items to a function that processes per frame. Send the entire array and operate on it all at once, or in blocks.
I believe this is a really good habit. But I'm really rusty and I have to ask, by sending an entire array you have to pass the pointer to the function right? if so, wouldn't dereferencing the table each time you want to access an item add overhead per access?
In my case, each function already knew which table to use, you didn't have to pass the collision data to the collision detection function because it only cares and will always care about the one table it was made for.
On a side note
>follow a nice enginedev devlog
>great progress
>interesting techniques
>check the rest of the videos/posts
>it either completely dies or switches to unity
This saddens me, a lot of people break before finishing a game or even an engine. I suffered from this too, part of it is that GUI programming sucks and making good editors is hard.
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▶ Anonymous 07/23/19 (Tue) 14:11:15 1bfec4 (5) No. 16717941
>>16717809
I use vscodium (vscode without botnet) and plugins for c/c++/embedded, works like a treat after setup and installation of plugins
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▶ Anonymous 07/23/19 (Tue) 19:53:15 172d23 (42) No. 16718742 >>16718763
>>16717693
>>16717793
>>16717899
My game has a hard map size of 256x256 (byte x byte position), logically reduced to 128x128 (anything larger is too sparse for gameplay), and an actor limit of 2,048 (arbitrary amount). The only constraint I have is that each tile may contain 0 or 1 actors, and each actor can occupy 1 or more tiles. This is so that updates happen predictably and I can easily look up what actor might be adjacent to another (eg polling GetActor(x,y) and if null, then I can move into that space)
Right now I sort using C#'s Array.Sort method. Using their provided method for this seems to be rather quick, though I'm sure faster methods exist. It just seems cumbersome to manage several thousand objects and start removing and reinserting them as they move.
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▶ Anonymous 07/23/19 (Tue) 20:03:50 172d23 (42) No. 16718763 >>16719263
>>16718742
Oh, here's a quick video of what I'm doing
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▶ Anonymous 07/23/19 (Tue) 20:35:06 ad5312 (7) No. 16718847 >>16718856 >>16718869
>need to export .dae for godot
>exporter plugin isn't compatible with blender 2.8
>regular export fucks up the animations
this is not good
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▶ Anonymous 07/23/19 (Tue) 20:37:45 ad5312 (7) No. 16718856
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▶ Anonymous 07/23/19 (Tue) 20:43:21 5c88e3 (1) No. 16718869 >>16718929
>>16718847
Why go with collada over gLTF-2?
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▶ Anonymous 07/23/19 (Tue) 20:53:23 7ce1bf (1) No. 16718898 >>16720421
Does anyone know what happened to that guy who was working on that loli simulator game with all of that scientific stuff. I remember he posted sometimes on cuckchan /vg/, /sci/ and /jp/. Is he still alive?
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▶ Anonymous 07/23/19 (Tue) 20:58:22 ad5312 (7) No. 16718929 >>16719290
>>16718869
Never heard of gLTF2, but I looked it up and it seems pretty good. Are there any good guides on it?
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▶ Anonymous 07/23/19 (Tue) 22:26:30 41f143 (4) No. 16719178 >>16719193
>>16717899
>In my case, each function already knew which table to use, you didn't have to pass the collision data to the collision detection function because it only cares and will always care about the one table it was made for.
excellent way of doing it - if you know the information before hand, bake it into the system. Really good tips and info in general in your post.
>I believe this is a really good habit. But I'm really rusty and I have to ask, by sending an entire array you have to pass the pointer to the function right? if so, wouldn't dereferencing the table each time you want to access an item add overhead per access?
Right, send a pointer to the first element of the array, not a copy of the entire array itself(!)
The compiler will move the address of the array into an address register and increment it throughout the loop. Each item of the array will not have to be de-referenced. Also, operating on arrays of data will allow you to use SSE functions and perform many, many operations in parallel (vector math, and more). If your function is math-heavy this can give pretty big gains. Or just use the Sony SSE math library. It's pretty good.
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▶ Anonymous 07/23/19 (Tue) 22:29:59 41f143 (4) No. 16719193
>>16719178
Of course, just cranking out something fast is what I usually do, and then go back and re-think my data structures, re-arrange the data, and look at the top 3-5 routines that are taking the most per-frame time. This usually leads to re-writing a whole lot.
Your idea of per-arranging just the necessary data for your sweep and prune algorithms is actually a really good illustration. Even if it duplicates the data and you end up updating the data in two places, it can still be the best way to do it.
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▶ Anonymous 07/23/19 (Tue) 22:50:04 e3b16b (7) No. 16719263 >>16719285
>>16718763
Reminds me of Supaplex.
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▶ Anonymous 07/23/19 (Tue) 22:56:59 172d23 (42) No. 16719285 >>16719307
>>16719263
Yes, I'm making a spiritual successor to a game that itself was a spiritual successor to Supaplex/Chip's Challenge
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▶ Anonymous 07/23/19 (Tue) 22:58:42 ad5312 (7) No. 16719290 >>16719394
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▶ Anonymous 07/23/19 (Tue) 23:03:59 e3b16b (7) No. 16719307 >>16719312
>>16719285
awesome. I'd play that. Hell, I'd even buy it.
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▶ Anonymous 07/23/19 (Tue) 23:05:52 172d23 (42) No. 16719312 >>16719350
>>16719307
Since you're enthusiastic about it, what sort of things do you like/dislike about similar games?
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▶ Anonymous 07/23/19 (Tue) 23:15:34 e3b16b (7) No. 16719350
>>16719312
Shit, I only have vague memories of Supaplex as a kid. Game was way too hard for me back then. I always liked the somewhat freedom you had on how to solve a level. Each map felt like it's own sandbox with various puzzle areas that you could tackle at any order. I also liked how the scissor bastards forced you to be careful on what green squares you ate, and luring them into a trap was cool. Making explosions was always fun. One thing I hated was when there was some predetermined falling mass of balls that you had to position and time carefully for in order to end up with a pile that didn't clog any necessary resources or exit: those felt like they required too much trial and error instead of cleverness.
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▶ Anonymous 07/23/19 (Tue) 23:33:05 ad5312 (7) No. 16719394 >>16719511 >>16719587 >>16720001
>>16719290
>blender's gltf exporter doesn't work with Godot 3.1
>the collada exporter for blender 2.8 doesn't work
>no other format supports animations
Am I completely fucked? Is there any other way to animate a 3D model in this engine?
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▶ Anonymous 07/23/19 (Tue) 23:42:25 b72671 (12) No. 16719426
>>16719399
>you can see your own legs
What genre of game are you making?
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▶ Anonymous 07/24/19 (Wed) 00:05:54 fc95f1 (1) No. 16719511 >>16719564 >>16719587
>>16719394
I know absolutely nothing about this, but can't you, like, open the model/animation in blender 2.7 and then use the collada exporter?
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▶ Anonymous 07/24/19 (Wed) 00:25:32 ad5312 (7) No. 16719564
>>16719511
Downgrading isn't a good idea on Linux
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▶ Anonymous 07/24/19 (Wed) 00:34:46 163cc4 (4) No. 16719587 >>16720212
I'm working on a base character for a game using OpenMW, any criticisms? I will probably use a lower poly character model for in game, 17k poly's is probably a bit too high.
There's a male, but he's largely the same topology wise, apart from obvious differences.
>>16719394
Are you 100% certain that it's the exporter and not the way your model is assembled in Blender? Have you tried reading any documentation for the Collada exporter or for Godot's Collada support to ensure that there are no quirks you need to know about? Have you considered asking for help through Blender's official channels and then submitting a bug report?
>>16719511
Does Blender 2.8 have legacy save support?
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▶ Anonymous 07/24/19 (Wed) 02:58:49 cd3553 (1) No. 16719976 >>16720194
>post modeling job on blender forum
>instantly get flooded with replies from pajeets
Is there no escaping from these streetshitters?
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▶ Anonymous 07/24/19 (Wed) 03:06:01 42bbb0 (5) No. 16720001 >>16722092
>>16719394
It works if you directly export a .dae file from mixamo, but yeah, Godot's 3d modeling support is garbage.
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▶ Anonymous 07/24/19 (Wed) 03:35:10 172d23 (42) No. 16720083
Progress for today:
>Kept working on modular commands for game state
>Implemented crude behavior
I need to integrate the behavior into the system proper, though. As an example of more complex behavior, the rocks fall until Y=8, then the next 4 movements they take are stalled, and then continue falling. An example where this would be used in actual gameplay is perhaps a box/field tile that holds an object and periodically releases it, like a periodic timer/object dispenser
Also worked on a titlescreen mockup. The film strip will take about 10 seconds to scroll one image completely, and each panel will contain a short demo/replay clip of one of the game's levels at random. Mostly to showcase random mechanics/cool stuff, but if they stare at it long enough they might get a hint for a level they're stuck on? Not sure.
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▶ Anonymous 07/24/19 (Wed) 04:12:20 163cc4 (4) No. 16720194
>>16719976
Consider hiring the lowest bidder, just so we can laugh at the results.
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▶ Anonymous 07/24/19 (Wed) 04:19:39 3a9de1 (1) No. 16720212 >>16720254
>>16719587
Can you post a shot directly from the front or rear? I think her legs are too short, but after putting some thought into it, I think it might just be the view angle.
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▶ Anonymous 07/24/19 (Wed) 04:34:40 163cc4 (4) No. 16720254
>>16720212
They probably are too short since I never actually bothered with proportions and just winged it.
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▶ Anonymous 07/24/19 (Wed) 06:22:57 736290 (3) No. 16720421
>>16718898
go to >>>/agdg/ . It's currently the third thread in the catalog.
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▶ Anonymous 07/24/19 (Wed) 21:10:42 ad5312 (7) No. 16722092
>>16720001
Figured. I think I'll just ripoff Squeenix and go for a "HD2D" style.
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▶ Anonymous 07/24/19 (Wed) 21:51:09 fc7f6c (28) No. 16722191 >>16722379
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▶ Anonymous 07/24/19 (Wed) 23:05:47 800eb4 (2) No. 16722379 >>16722399
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▶ Anonymous 07/24/19 (Wed) 23:10:34 fc7f6c (28) No. 16722399 >>16723409
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▶ Anonymous 07/25/19 (Thu) 04:12:56 cdef16 (1) No. 16723113
Anon shmup here.
Beside IRL stuff that depressed and disheartened me, tending the garden a bit changed my mind and feeling a bit better (for now at least)
Had to arrange script management a bit. When actually working with "real" cases I noticed I couldn't easily have multiple move part commands. After some changes and breakage… It turns out I missed my target:
- I have a general array with all script blocks that units can switch around for behavior
- Each blocks can have several commands (move, move part, shoot, …)
- Each command can have several step (move to A, move to B, …)
- Time was checked inside commands against the current step inside a command
- To address those 3 states, I have 3 variables + unit time.
The problem is that I currently check time for the current step inside a command but multiple commands aren't necessarily at the same step, so I would need multiple variables which I don't want.
Current trail: have time checked inside the script block which would make the most sense.
And the hot stuff for later is have a structure pointer and have a data array interpret commands, but I don't know all the use cases yet as I'm already stuck.
That said, when things get moving and bullets flying, it's getting nice.
Still looks like shit though.
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▶ Anonymous 07/25/19 (Thu) 06:02:17 e50a61 (6) No. 16723369
>recursive function
>variables suddenly become 0
I don't get it
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▶ Anonymous 07/25/19 (Thu) 06:27:41 9d6981 (1) No. 16723409
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▶ Anonymous 07/25/19 (Thu) 06:37:15 172d23 (42) No. 16723435
>Write a method to find the next actor
>All objects on the same height/Y value constantly flicker
>Turns out the order was constantly changing every frame update
>The reason was because the sorting method was working with incorrect values
>I didn't put parenthesis because I forgot the << and >> have higher precedence than addition
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▶ Anonymous 07/25/19 (Thu) 07:49:39 a4eb9b (1) No. 16723527 >>16723583 >>16723593
Don't know if this is the right place to ask, but is Jira really useful to know to become a QA/game tester? If not what would you suggest?
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▶ Anonymous 07/25/19 (Thu) 08:24:01 b70794 (1) No. 16723583
>>16723527
No, it isn't. It's just an issue tracking system. You must have basic knowledge, but it's obtainable in 30 minutes when you are hired. And even though Jira is the most popular, many companies have their own systems.
I guess, you need to have discipline to test everything. And understanding of what's going on under the hood so you could test better. And read some QA books. Preferably those that already employed ones has read. I'm not a QA, so I don't know what am I taking about.
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▶ Anonymous 07/25/19 (Thu) 08:28:38 315fe6 (8) No. 16723593
>>16723527
i have a friend who does outsourced testing for microshit in poland and he mentioned that they use wikis a lot. i think if you really want something to put on your resume it would be wiki editing abilities like wiki templates. wiki templates are effectively a programming language (just with a loop limit and no dynamic user input), in my experience they're extremely fun to learn and have a really awesome syntax where you can change function/variable names as the result of other variables, so i'd say it's worth learning anyways for fun. i'm a neet and i don't do testing though so take what i say with a bucket of salt, i am an expert on wiki templates though.
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▶ Anonymous 07/25/19 (Thu) 08:42:06 208b77 (16) No. 16723607 >>16723636 >>16723649 >>16723787 >>16724045
Just a fortnight away from demo day. How're those demo's coming along?
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▶ Anonymous 07/25/19 (Thu) 08:57:07 172d23 (42) No. 16723636 >>16723656
>>16723607
I spent the last 4 hours attempting to write a simple "find the next object in this array", but with a few complications thrown into the function header
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▶ Anonymous 07/25/19 (Thu) 09:03:52 51d13e (7) No. 16723649
>>16723607
I won't be able to support Vulkan in my next demo, because of new features in the OpenGL rendering path, that would take too long to port, beyond that I don't have access to a Vulkan capable machine for the next three weeks starting next week, so I won't be able to test anything about it. I will most likely compile a Linux version.
I still have an issue preventing me from moving forwards on sloped surfaces. I have to fix it within the next ~10 days in order to make a good demo, once my map editor can freely compile maps with sloped surfaces I should not have any issues anymore. I will be able to make a lot of cool looking, really complex maps instead of the block maps I have been showing off for the last few demo days. It's already much more interesting to be able to map with slopes. It feels like a real map editor now.
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▶ Anonymous 07/25/19 (Thu) 09:05:37 1bfec4 (5) No. 16723656 >>16723700 >>16723702
>>16723636
Array[++index]
*dabs
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▶ Anonymous 07/25/19 (Thu) 09:24:42 172d23 (42) No. 16723700
>>16723656
I appreciate the shitpost, but it's a little more complex than that.
>public Actor FindNext(int x, int y, int type, bool forward, bool wrap)
Basically I step forward from index N..length, checking for the first value I find that matches the specified type. However, the order of actors in the backing array is not guaranteed, so I have to check every element, and then do an Actor.CompareTo(values[n]), and if it's smaller, update the result. This is much the same process that you'd use to find the min or max value of an array of values.
You can also search forward or backward. The problem comes when I try to use wrapping (pic 2). Again, the wrapping only becomes an issue because the elements are not ordered. If you're searching forward, and you find an element whose CompareTo() is before the pivot, then you need to offset it by an amount so that it then fails compared to the later elements
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▶ Anonymous 07/25/19 (Thu) 09:26:00 208b77 (16) No. 16723702 >>16723743
>>16723656
What's the point of dereferencing dabs?
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▶ Anonymous 07/25/19 (Thu) 09:51:10 1bfec4 (5) No. 16723743
>>16723702
dabs is a void pointer, I'm dabbing in the void
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▶ Anonymous 07/25/19 (Thu) 10:25:06 f94316 (4) No. 16723780 >>16723787 >>16723839
I'm familiar with programming and I want to start my own game dev projects. I see Unity mentioned and suggested often but almost never any mention of Unreal.
Is Unreal that bad? Should I avoid it like the plague? I'm new to game dev.
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▶ Anonymous 07/25/19 (Thu) 10:32:58 4fa246 (2) No. 16723787 >>16723832
>>16723607
Hard at work.
>>16723780
Speaking as someone who has a lot of experience in both, no, Unreal isn't bad by any stretch of the imagination.
They both have strengths and weaknesses. (From a technological perspective, that is.) Whenever I'm working with Unreal, some of its weaknesses make me wish I was working with Unity instead. Whenever I work with Unity, some of its weaknesses make me wish I worked with Unreal instead.
You can make a point of avoiding Unreal, because Epic is very hostile and shady right now, but that's not a technological shortcoming of Unreal and it's your choice whether you care or not.
What do you want to make?
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▶ Anonymous 07/25/19 (Thu) 11:09:07 f94316 (4) No. 16723832 >>16723866
>>16723787
I don't really have any good ideas at the moment so I'm just thinking of making a single player survival game somewhat similar to project Zomboid but in first person just to learn the ropes.
I was thinking Unreal because I'm really keen on becoming more familiar with C++, but as you said Epic is being shady.
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▶ Anonymous 07/25/19 (Thu) 11:18:47 fdcaaf (1) No. 16723839 >>16723854 >>16723866
>>16723780
I dont have experience with Unity, but Unreal has been fine so far and i can "code" way faster with blueprints than actual code but thats just because im somewhat biased towards visual stuff instead of just plain text.
Importing assets like 3d models from blender or sound files is pretty simple and worked fine so far.
Only problems i had were a few bugs that mostly appear in newer engine systems and get fixed eventually. Kinda sucks if you need that exact system to work right now, but usually avoidable by waiting a bit before you go for the mayor updates.
Documentation suited my needs so far, although some official guides are several versions behind the current one. Same thing goes for community guides.
Also every month epic releases some assets on the store for free, although the usefulness of those varies a lot.
Sometimes its a cool "liquid in a container" shader, some other times its some half broken "my-first-fps-rpg" style blueprints/premade projects that are not exactly useful once you have started making your own project.
Although i would recommend just looking at some demo projects for both engines and comparing the monetization models. After that you probably have a favorite. Asset production workflow may also be interesting if you plan on doing that yourself.
>ALSO EVERYONE BACK-UP YOUR PROJECT. I ALMOST LOST HALF A YEAR OF WORK BECAUSE I DIDNT!
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▶ Anonymous 07/25/19 (Thu) 11:32:38 f94316 (4) No. 16723854
>>16723839
I'll go ahead and look at some demo projects for Unreal and maybe Unity after for comparison.
Thanks for the info and advice, anon.
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▶ Anonymous 07/25/19 (Thu) 11:48:51 4fa246 (2) No. 16723866 >>16723874 >>16723890 >>16728258
>>16723832
You should start with something really trivial. Pong is a great way to familiarize yourself with an engine, because as simple as it is, it'll still force you to touch:
>level creation
>programming controls
>adding a UI/HUD
>programming win and failure conditions
>programming an AI opponent
The next step up could be Pacman, since it raises the complexity of level creation, controls and AI somewhat. AI especially, will get more complex, since you'll have to deal with navigation and sensory mechanisms and an AI that can handle multiple situations (e.g. patrolling, chasing and returning).
If you're concerned with Epic's shadiness, just go with Unity.
If you have any specific questions about the engines, just ask me.
>>16723839
>ALSO EVERYONE BACK-UP YOUR PROJECT. I ALMOST LOST HALF A YEAR OF WORK BECAUSE I DIDNT!
>pic related
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▶ Anonymous 07/25/19 (Thu) 11:57:45 41f143 (4) No. 16723874 >>16723890
>>16723866
>You should start with something really trivial. Pong is a great way to familiarize yourself with an engine, because as simple as it is, it'll still force you to touch:
I do that too when checking out a new engine. I use Lunar Lander/gravity game though. So far I've built it in Blender Game Engine (now dead), C + SDL, C++ & raw OpenGL, Godot. I think it took me maybe 1 hour in Godot, as I knew exactly what needed to be done, I just needed to know how to do it in Godot. So, very much recommend this method. Soon implementing a game loop/movement/UI will become second nature and just learning the tools will be the only missing piece.
My goal this year is to dump out a few twin stick shooters that are actually fun and concentrate on improving my Blender modelling skills to make decent looking characters and enemies with animations.
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▶ Anonymous 07/25/19 (Thu) 12:11:41 f94316 (4) No. 16723890
>>16723866
>>16723874
Some good advice I hadn't thought of. I think I'll actually try doing something really basic like Pong in C++ itself as a programming challenge then move over to unreal and do it there.
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▶ Anonymous 07/25/19 (Thu) 13:42:36 fc7f6c (28) No. 16724045
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▶ Anonymous 07/26/19 (Fri) 02:49:51 172d23 (42) No. 16726723 >>16728219
Major progress milestone for me. I've been messing with this project for 2 years come November, though much of the last year was unproductive. I just finished implementing a rough, but working event system for my actor objects.
I have my project split into 3 different assemblies:
>Squish - General purpose lower level helpers that I made myself, and runs on top of SFML. This includes my own framework-tier stuff like draw batching, etc
>Willow - Self-contained gamestate sandbox. It has no references and is it's own entity. It exposes a few types and behaviors that you hook into
>Autumn - The actual game project itself, which is built on SFML and the other two projects I have. This is where the client code defines objects and behaviors, then pushes them into the itjustworks engine
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▶ Anonymous 07/26/19 (Fri) 08:47:58 172d23 (42) No. 16728219 >>16731413
>>16726723
So even though I have the event hooks set up, the code that actually gets invoked by the hooks is spaghetti as fuck (it's in the main project).
Right now, this has 2 object types, rock (stationary) and gem (falling, rolling), and 2 tile types, empty, and mover (4 directions). For some fucking reason, the mover pushes it two tiles away. But, I made some crude graphics, behaviors, and inputs, and it's all starting to work
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▶ Anonymous 07/26/19 (Fri) 08:56:13 bfddae (1) No. 16728258 >>16728293
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▶ Anonymous 07/26/19 (Fri) 09:07:10 208b77 (16) No. 16728293 >>16728350
>>16728258
Is there any version control you would recommend over git?
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▶ Anonymous 07/26/19 (Fri) 09:26:00 172d23 (42) No. 16728350 >>16728388
>>16728293
Copy and paste to a new file, then zip the file and put it on a USB stick
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▶ Anonymous 07/26/19 (Fri) 09:39:59 283c48 (7) No. 16728388 >>16728456 >>16729377
>>16728350
And when that USB stick gets damaged or lost? There's no reason to not have multiple copies both online and offline. The number of anons who are willing to spend years working on something but won't spend ten minutes setting up a VCS astounds me.
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▶ Anonymous 07/26/19 (Fri) 10:12:24 172d23 (42) No. 16728456 >>16728518
>>16728388
The real trick is to mail the USB stick to friends and relatives
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▶ Anonymous 07/26/19 (Fri) 10:33:02 283c48 (7) No. 16728518 >>16728565 >>16728607
>>16728456
But what if they take your code, finish your game and release it before you? You're playing right into their hands!
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▶ Anonymous 07/26/19 (Fri) 10:47:22 42fee5 (16) No. 16728565 >>16728754
>>16728518
>implying Microsoft trannies aren't already doing that after you uploaded it to github
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▶ Anonymous 07/26/19 (Fri) 10:58:03 172d23 (42) No. 16728607 >>16728754
>>16728518
Okay so what you need to do is is use Pi encoding to obfuscate your code. Since Pi is infinite,that means it contains every digit and sequence of digits within, including itself. This means you just need to find the Nth digit, which can be interpreted as your bytecode
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▶ Anonymous 07/26/19 (Fri) 11:52:53 283c48 (7) No. 16728754 >>16728768
>>16728565
Git ≠ github.
>>16728607
>Pi is infinite so it contains every possible sequence of digits
>By distributing pi you're also distributing every piece of closed source software too
Better get yourself a good lawyer.
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▶ Anonymous 07/26/19 (Fri) 11:58:08 42fee5 (16) No. 16728768 >>16728979 >>16729380
>>16728754
>Git ≠ github
Well you never defined where to host it and that's the default assumption.
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▶ Anonymous 07/26/19 (Fri) 13:10:06 283c48 (7) No. 16728979
>>16728768
I wasn't even the one that suggested Git specifically, I just said a VCS. I know some devs prefer SVN over Git because it reportedly handles binary files better than Git.
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▶ Anonymous 07/26/19 (Fri) 14:53:17 b100ba (12) No. 16729377
>>16728388
I just keep five local copies, three on separate hard drives and two on flash sticks, as well as a few online backups. VCSes are far too much a pain in the dick for something that should be so simple.
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▶ Anonymous 07/26/19 (Fri) 14:54:01 f22581 (6) No. 16729380 >>16729562
>>16728768
>someone mentions git
>you assume this must mean hosting on github
Sorry anon, you're just clinically retarded.
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▶ Anonymous 07/26/19 (Fri) 15:24:19 48a83c (1) No. 16729542
Hey, if I'm looking to make an engine like the build engine is this where I should be looking at?
https://en.wikipedia.org/wiki/Point_in_polygon
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▶ Anonymous 07/26/19 (Fri) 15:28:49 42fee5 (16) No. 16729562 >>16729660
>>16729380
What a nodev thing to feel so smug about. Github is what almost everyone uses for online backups, and local version control is irrelevant because the topic was about losing your physical backup.
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▶ Anonymous 07/26/19 (Fri) 15:48:21 f22581 (6) No. 16729660 >>16729665
>>16729562
>Gitlab
>Gitgud
>just using your own server where you host your portfolio site
<hurr durr y u so smug
Imagine being this retarded
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▶ Anonymous 07/26/19 (Fri) 15:49:34 42fee5 (16) No. 16729665 >>16729700
>>16729660
Well you can't read so I can't be more retarded than you.
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▶ Anonymous 07/26/19 (Fri) 15:57:19 f22581 (6) No. 16729700
>>16729665
Feel free to point out where I said anything that could be seen as a "gotcha" regarding anything you said. I could use a laugh.
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▶ Anonymous 07/26/19 (Fri) 17:41:46 fc7f6c (28) No. 16730234 >>16731167 >>16738186 >>16738194
Some some lowpoly crop models while my brother finishes the cooking system
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▶ Anonymous 07/26/19 (Fri) 17:48:54 208b77 (16) No. 16730258 >>16730356
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▶ Anonymous 07/26/19 (Fri) 18:10:08 91902d (1) No. 16730356
>>16730258
>that fast movement
>that giant attack
>that many enemies
Looking like Musou but not boring. Good job.
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▶ Anonymous 07/26/19 (Fri) 18:23:57 817893 (1) No. 16730393
Best of luck to you anons. It's been a hard year. I hope you stay safe and remain motivated though things burn around us.
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▶ Anonymous 07/26/19 (Fri) 21:25:16 930001 (1) No. 16731167
>>16730234
Don't forget the panties.
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▶ Anonymous 07/26/19 (Fri) 21:28:26 208b77 (16) No. 16731180
>>16731044
There's a whole bunch of tutorials linked on agdg wiki.
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▶ Anonymous 07/26/19 (Fri) 22:21:03 172d23 (42) No. 16731413
>>16728219
So I figured out my problem, things were calculating the position offset twice so it was moving it two tiles. Still, this seems like an interesting mechanic that's worth keeping, some kind of floor tile that moves an object to 2, 3, even 4 tiles away.
I'm not sure what object in the game world would do such a thing. The premise is you're a witch trying to help out a greedy goblin by securing his treasures stored within his vaults, because he accidentally activated the security, so you disarm the traps/solve levels and collect gems. It's a vaguely fantasy/light tech setting I guess
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▶ Anonymous 07/26/19 (Fri) 23:08:27 4648a4 (3) No. 16731574
>>16731314
The documentation is helpful if you just want to learn the functions of the program. The 2.8 version is mostly up to date if you're using that.
Most books about blender are not very good or are outdated.
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▶ Anonymous 07/27/19 (Sat) 04:24:11 ca1523 (1) No. 16732491 >>16732510
How does one add tutorials and cutscenes cleanly?
I'm obsessed with simplicity and performance, and both those things drive me insane. You start with a nice clean code, but then you suddenly need to be able to disable and pause everything including the UI and injecting event system code into everything so you can monitor certain variables. It bloats the code too much.
I'm also curious how to handle compression. Let's say you have a timeline for an animation system, a certain value is the same for multiple frames, how do you minimize repeated data? and better yet, which data structure can be used to hold the timeline?
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▶ Anonymous 07/27/19 (Sat) 04:28:42 172d23 (42) No. 16732510
>>16732491
What I'm doing for my replay system is just noting the players input at every frame, and if it changes from the previous value, then I note the input and timestamp.
Not sure if that would help in your case
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▶ Anonymous 07/27/19 (Sat) 06:51:04 172d23 (42) No. 16732901
The overall behaviors is mostly working as I intended it to. However, the client-end stuff I'm implementing is still spaghetti as fuck and a bit wonky.
>Walls (and other tiles) are still pretty much static and noninteractive (haven't done the TileController yet)
>Made a generic Falling behavior that any object can have
>Rocks and Gems fall, and will roll off edges
>Player exists, can move around
>Added an Interact() behavior hook that gets called before the actor tries to enter the tile, eg letting you collect gems
>Gems have different values
>Rocks are pushable
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▶ Anonymous 07/27/19 (Sat) 07:04:06 51e595 (1) No. 16732942 >>16732970 >>16732976 >>16733080 >>16734191
How do I get into gamedev without overloading my computer with a bunch of bloated dev tools that I'll ultimately get overwhelmed by and never learn how to use?
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▶ Anonymous 07/27/19 (Sat) 07:16:12 172d23 (42) No. 16732970
>>16732942
Learn how to do one little thing, and then either learn to do it better or learn a new thing. Repeat until game is made
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▶ Anonymous 07/27/19 (Sat) 07:19:46 fff1e4 (2) No. 16732976
>>16732942
Just build your own dev tools
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▶ Anonymous 07/27/19 (Sat) 08:11:33 208b77 (16) No. 16733080
>>16732942
>without overloading my computer with a bunch of bloated dev tools
Install a software distro & building platform like msys2, and then use that to install the necessary compilers and libraries. Use a lightweight text editor like notepad++ to write code, and compile it through the command line environment msys2 provides.
>that I'll ultimately get overwhelmed by and never learn how to use?
Believe in yourself!™
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▶ Anonymous 07/27/19 (Sat) 08:37:45 cc33fd (36) No. 16733154 >>16733156 >>16733217
YouTube embed. Click thumbnail to play. bought some really cheap animals and props and got my npc creator script to work with as little work as possible on my part. only really have to assign animations to the override controller, everything else gets created/assigned automatically
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▶ Anonymous 07/27/19 (Sat) 08:38:04 cc33fd (36) No. 16733156
>>16733154
example creature creation
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▶ Anonymous 07/27/19 (Sat) 09:02:48 f3c4da (1) No. 16733217
>>16733154
i fucking love stock bear sounds
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▶ Anonymous 07/27/19 (Sat) 09:28:39 172d23 (42) No. 16733260
Got some water tiles working, and found/fixed a horrible game-crashing bug because of how object removal worked
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▶ Anonymous 07/27/19 (Sat) 13:36:38 09543e (7) No. 16733578 >>16734231
Does anyone have this script or a similar script?
It just makes using rigify that much easier as I can use free animation packs for unreal as opposed to having to batch out my own. But theres no way in hell I'm spending 30 bucks on it.
https://www.rakiz.com/uefy/
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▶ Anonymous 07/27/19 (Sat) 16:14:25 cc33fd (36) No. 16733850 >>16734195
YouTube embed. Click thumbnail to play. i got random idles working
you would not believe how stupid mecanim is again
can't interrupt a transition unless i've specifically made those transitions in the controller and in the correct order
so i can start transitioning from idle to a random idle, but the next moment i might have to start moving
and since i'm still transitioning, i can't go to the locomotion state - end up moving while the random idle animations are playing
my solution right now is to check if the blend time for the current animation has passed, and then crossfade into the locomotion state. but the whole thing would have been a lot easier if i could just be allowed to interrupt the current transition
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▶ Anonymous 07/27/19 (Sat) 16:58:43 09543e (7) No. 16733924
>>16733898
Scroll through this. It doesn't have to be exact but get closer
https://imgur.com/a/PIA08
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▶ Anonymous 07/27/19 (Sat) 17:02:54 e9856f (1) No. 16733935
>>16733928
You’re the guy making an Eva game right? Why not just use reference pics from the manga/anime
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▶ Anonymous 07/27/19 (Sat) 17:17:03 9c99cc (2) No. 16733962 >>16733991 >>16733993 >>16734021 >>16734132 >>16734734
How would an artistically challenged person get decent at drawing? Only very simple sprites for a 2D platformer or something since I won't be capable of anything more anyway.
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▶ Anonymous 07/27/19 (Sat) 17:25:59 736290 (3) No. 16733991 >>16734132
>>16733962
I'm currently following the old "copy over pictures I like" strategy.
Take the picture you want and put it in one layer, then draw over it in the next layer, in whatever drawing software you prefer. A drawing tablet is not optional, but it can be a cheap one. I like Aseprite because it isn't overloaded with useless options.
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▶ Anonymous 07/27/19 (Sat) 17:26:01 09543e (7) No. 16733992
>>16733928
Go on pinterest and browse anatomy drawings. Some people make "cartoon" anatomy guides that use more shape based templates that make it look better without being too much.
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▶ Anonymous 07/27/19 (Sat) 17:26:26 9c99cc (2) No. 16733993 >>16734849
>>16733962
Also, if someone wants to do collaborate gamedev, reply to me. I'm serious about this and my motivation will be off the charts if working for a team and not only myself. But I can only do programming (or I guess game design decisions etc).
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▶ Anonymous 07/27/19 (Sat) 17:36:55 09543e (7) No. 16734021
>>16733962
Practice every day for an hour.
Figure out exactly what you want to do and break it up into steps.
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▶ Anonymous 07/27/19 (Sat) 18:22:37 42bbb0 (5) No. 16734132
>>16733962
Do gesture drawings, build your fundamentals, and copy anatomy books:
https://www.alexhays.com/loomis/
https://drawabox.com/
>>16733991
Tracing will only make you good at tracing.
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▶ Anonymous 07/27/19 (Sat) 18:47:24 fc7f6c (28) No. 16734191
>>16732942
>How do I get into gamedev without overloading my computer with a bunch of bloated dev tools
Just like
>that I'll ultimately get overwhelmed by and never learn how to use?
You actually get around this by not being a brainlet and slowly learn the stuff you have to to follow your dreams
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▶ Anonymous 07/27/19 (Sat) 18:50:43 fc7f6c (28) No. 16734195 >>16734198
>>16733850
put all your idles in a subtree, that way the transition between idle and moving is between a tree and a moving animation, therefore it should not matter if it's transitioning between idle animations or not.
In theory
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▶ Anonymous 07/27/19 (Sat) 18:53:39 cc33fd (36) No. 16734198 >>16734223
>>16734195
it's always a transition between animations
even so, whether i'm transitioning between states or between animations, i'm still transitioning and one way or another i can't interrupt it
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▶ Anonymous 07/27/19 (Sat) 19:08:37 fc7f6c (28) No. 16734223 >>16734235
>>16734198
I mean it like this. The idle3 to idle1 should be independent from (Idlegroup) to moving. You should be able to do both at once
Or are you manually triggering the transitions via scripting?
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▶ Anonymous 07/27/19 (Sat) 19:12:46 09543e (7) No. 16734231 >>16734690
>>16733578
Guys there has to be a basic way to take the UE4 rig and attach it to your own mesh to use the UE4 standard animations.
Why is every tutorial on this outdated and from 2014
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▶ Anonymous 07/27/19 (Sat) 19:14:30 cc33fd (36) No. 16734235 >>16734276
>>16734223
>Or are you manually triggering the transitions via scripting?
yeah, the whole idea was to not have to make a trillion transitions between states considering that they behave the same way
mecanim can't be trusted to work the way you expect it to when it comes to entering/leaving states so i ended up storing all the needed info for states in my own object
and since i had all these objects that know which state they're playing i figured i mind as well just forego the transitions and manually crossfade into states, which in the long run would save a lot of time making a shit ton of transitions back and forth
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▶ Anonymous 07/27/19 (Sat) 19:36:13 fc7f6c (28) No. 16734276 >>16734283
>>16734235
>mecanim can't be trusted to work the way you expect it to
Do you fully understand what the, for instance, "exit time" part of the transition means?
That plays a big part on making mecanim work
by setting it to 0 on every single transition
Because I too don't know what it means, but setting it to zero means all transitions start can instantly. it probably means something in the lines of "do not interrupt this animation before X time", so by setting it to zero, you can have the transition start at any time. But who knows what it really means
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▶ Anonymous 07/27/19 (Sat) 19:39:55 cc33fd (36) No. 16734283 >>16734352 >>16734377
>>16734276
there's a big difference between "it takes 0.25 seconds to transition between these two states" and "don't interrupt the transition between these two states for 0.25 seconds"
i want a transition to take 0.25 seconds but to still be possible to interrupt it, hence why it's easier to just ignore what mecanim can offer
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▶ Anonymous 07/27/19 (Sat) 20:00:41 fc7f6c (28) No. 16734352 >>16734391
>>16734283
But you can, exit time and transition duration are different things. (first pic)
Also, subtree transitions can be interrupted at any time by it's upper tier nodes
For instance on the second image, no matter what's happening inside the blend trees (true, I am using blend trees which technically don't have transitions, rather than transitions) , the transition in red should happen when triggered. And so far, when I jump, my character animates to jump regardless of anything.
Another neat thing, is since there is an automatic transition from falling to falling fast, I can use that to control whenever I roll or not after falling, without any extra code
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▶ Anonymous 07/27/19 (Sat) 20:06:01 4648a4 (3) No. 16734377 >>16734391
>>16734283
Doesn't setting the interruption source to "next state" accomplish that?
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▶ Anonymous 07/27/19 (Sat) 20:11:07 cc33fd (36) No. 16734391
>>16734352
yea, i guess i just don't want to have to specifically make every single transition, my current solution is simpler when it comes to making multiple controllers that are nearly the same
>>16734377
i don't actually have the transitions in the controller, i'm calling Animator.Crossfade from code, so i can't really define what can and can't interrupt them. My whole problem is that by default i can't interrupt them, unless i've specifically made that transition in the controller
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▶ Anonymous 07/27/19 (Sat) 20:34:27 484fa0 (2) No. 16734460 >>16734468
what would you say is the easiest to use 3d modeling software that works with Unity? like even easier than blender and used to make roblox tier stuff very quickly. And I mean VERY quickly
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▶ Anonymous 07/27/19 (Sat) 20:36:27 cc33fd (36) No. 16734468 >>16734481
>>16734460
at that level you're better off just using probuilder inside unity
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▶ Anonymous 07/27/19 (Sat) 20:39:27 484fa0 (2) No. 16734481
>>16734468
I was not aware that existed, thanks
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▶ Anonymous 07/27/19 (Sat) 22:02:09 9bdea7 (1) No. 16734690
>>16734231
You can either just export the standard dude mesh from the engine and import the fbx into blender. It will have the full skeleton(its kinda messy) that you can then adapt to your mesh.
That being said, you can alternatively also just retarget the animations, which is basically just telling the engine "this bone on skel1 is this other bone on skel2" once. I prefer this since epics skeleton has a ton more bones than i need.Also i think it auto-fills in if you use the same bone-naming-scheme for both skeletons so stick with epics naming if make your own skeleton.
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▶ Anonymous 07/27/19 (Sat) 22:25:37 700319 (6) No. 16734734 >>16741774
>>16733962
Make really tiny pixel art to limit the necessary detail and animation like most hack indie devs. That or just recolor Mega Man sprites if you're a mega hack.
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▶ Anonymous 07/27/19 (Sat) 23:12:31 d29c3a (1) No. 16734849 >>16736340
>>16733993
I'd be interested in helping you with the art aspect of your project, anon. I'm not experienced making pixel art assets but this sounds like a nice opportunity to learn.
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▶ Anonymous 07/28/19 (Sun) 06:36:30 172d23 (42) No. 16736036
>Move event hooks into a private method called e_Idle() or whatever
>Tighten up the logic on more stuff in the actor update loop
>Somehow make it so that pushing an object breaks the pusher, it basically gets shunted out of the map despite still being present
>Made it so actors can only unoccupy their own tiles, no matter what
Starting to feel pretty tight, but doing the tile logic and implemented general behavior handlers is going to suck
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▶ Anonymous 07/28/19 (Sun) 08:10:35 cc33fd (36) No. 16736120 >>16736121
YouTube embed. Click thumbnail to play. i've got basic faction relations working, and behaviour graphs/nodes to get the ai to talk to the player
example - player has not talked with a pirate
if he's within 10 meters, the pirate will walk towards the player and start a dialogue
if he fails to start the dialogue, or he's already talked to the player, he defaults back to his wandering behaviour
if the player insults the pirate in the dialogue, the player faction's relation with the pirate faction gets lowered by 10, which by default was 0, so now it's -10
and since the player faction is an enemy to the pirate faction, the wander behaviour now treats the player as an enemy, and as soon as the dialogue ends the pirate will attack the player
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▶ Anonymous 07/28/19 (Sun) 08:10:48 cc33fd (36) No. 16736121
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▶ Anonymous 07/28/19 (Sun) 11:09:58 4e9e45 (3) No. 16736330 >>16736374
YouTube embed. Click thumbnail to play. I posted a new video update.
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▶ Anonymous 07/28/19 (Sun) 11:17:05 c641f6 (1) No. 16736340
>>16734849
E-mail me at gamedev@riseup.net then we can find a better way of communication.
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▶ Anonymous 07/28/19 (Sun) 11:39:20 5ac50b (1) No. 16736374 >>16736378 >>16736430
>>16736330
>youtbe embed
>Playback on other websites has been disabled by the video owner.
I came here to laugh at you
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▶ Anonymous 07/28/19 (Sun) 11:42:58 f22581 (6) No. 16736378 >>16736430
>>16736374
Probably an attempt to curtail his funnyjunk admirers.
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▶ Anonymous 07/28/19 (Sun) 12:28:25 cc33fd (36) No. 16736426
redoign the ui layout because every time i have to add a new panel, i end up having a midlife crisis trying to figure out how to make it retardproof
gonna add a character stats tab later on
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▶ Anonymous 07/28/19 (Sun) 12:29:33 4e9e45 (3) No. 16736430
>>16736374
Don't know why YouTube turned it off by default nice catch. I just enabled embedding.
>>16736378
Embedding traffic actually brings in more from shitty websites.
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▶ Anonymous 07/28/19 (Sun) 17:34:54 c8a220 (1) No. 16736918 >>16736980
If Touhou debuted today, would it become even remotely popular?
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▶ Anonymous 07/28/19 (Sun) 18:05:58 fc7f6c (28) No. 16736980
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▶ Anonymous 07/28/19 (Sun) 19:15:59 cc33fd (36) No. 16737114 >>16738848
YouTube embed. Click thumbnail to play. deer kept running into the water when the bear chases them, so i had to get swimming working since my pathfinding can only stop you from running into a wall and i don't want to have to wall off the entire coast manually
also got that stats panel
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▶ Anonymous 07/29/19 (Mon) 00:35:14 e50a61 (6) No. 16737766
>had to reinvent the wheel to implement another feature (might have to do it again for faster optimization)
>LISPfags were fucking right, recursion is fucking based but getting walled by the OS/kernel for having a huge stack recursion is not cool
<framerate slowly dips whenever i do something
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▶ Anonymous 07/29/19 (Mon) 00:41:45 e50a61 (6) No. 16737793
>>16737781
You can't do billions of function calls that calls itself unless you split it off (like mergesort) so you don't hit whatever number of functions the kernel think is bad. How does LISP and its dialects fucks it up?
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▶ Anonymous 07/29/19 (Mon) 02:25:37 63e6e3 (1) No. 16738020 >>16739415
So I'm basically between two choices, either implement (or try to integrate) a 2d skeletal animation system like Spine in my simple engine, or just prerender the animation and load it like a normal sprite.
My question is, can you run out of video memory when you load a lot of images? I see games with a lot of frames in their animations, hand drawn animation like Cuphead and the like, I'd like if there's any resource about how they handle it.
Obviously the best practice for sprites is to use texture atlas, but there's only so much you can put in there before needing multiple ones. I'd like to know if I need to plan to do magic behind the scenes to load assets as needed, which will suck regardless.
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▶ Anonymous 07/29/19 (Mon) 03:31:21 047265 (1) No. 16738186 >>16739399
>>16730234
that look better than what i can make
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▶ Anonymous 07/29/19 (Mon) 03:33:40 708059 (1) No. 16738194 >>16739399
>>16730234
These look really good, but then again I am the biggest fan of early century PS2/nip 3D graphics.
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▶ Anonymous 07/29/19 (Mon) 12:09:23 88e3ff (1) No. 16738848 >>16739393
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▶ Anonymous 07/29/19 (Mon) 13:40:51 42fee5 (16) No. 16738932
What do enginedevs to for networking? I've tried to learn to use Windows' winsock2 but I can't find any explanation of how the code actually works, just a rough overview of the theory behind it and then "copypaste this 500 lines of code to see it work!".
Is there a cross-platform library that everyone uses or something?
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▶ Anonymous 07/29/19 (Mon) 15:38:13 5d03cc (3) No. 16739093 >>16739119
>Final for digital modeling class was to model a vehicle or character
>Decided to do a character
It turned into a mess because I was behind in other classes and so did this all in one day and it was the first character model I've ever done. It could have been a lot better but the process to getting mirror modeling working in Maya(Required for the class) is a lot worse and way more convoluted than Blender. So I modeled one half and duplicated it, causing a lot of the bad geometry. The hair and shoes are easily the worst part since I rushed those when things were getting down to the wire.
Overall I'm surprised at how it didn't end up a 'complete' trainwreck with only 15 hours of work done on my first attempt at modeling a character It's better than the Eva fags models and that much is enough for me.
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▶ Anonymous 07/29/19 (Mon) 15:47:29 5d03cc (3) No. 16739104
>>16739095
Now that I'm done with that class I can go back to Blender and I hope that allows me to work better since I can more easily setup mirror modeling. A lot of the shit with this came from stuff I didn't have enough time to fix. Namely stuff that looked good when it was just one half, but when the other half was added, didn't look right.
Like how the back is flat, the crotch geometry is fucked, etc. A lot was learned from this rushed mess and my second attempt at a character should be a lot better
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▶ Anonymous 07/29/19 (Mon) 15:50:43 344747 (1) No. 16739108
>>16739087
You'll only be killed professionally, anon. There's no risk except towards your livelihood
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▶ Anonymous 07/29/19 (Mon) 15:56:34 fae1f0 (1) No. 16739119
>>16739093
girls dont move their jacket out of the way so you can see their tits better anon.
The jacket should go over the breasts but moved slightly off to the side to look more natural.
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▶ Anonymous 07/29/19 (Mon) 16:00:35 43e7c0 (1) No. 16739121
>>16736946
grassroots, can't you do whatever you want with it (to an extend)?
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▶ Anonymous 07/29/19 (Mon) 16:02:27 6e614a (1) No. 16739128
>>16739087
>But I am afraid I can get killed if I do this poorly.
You will never get shit done if you're such a neurotic bitch you think you'll get killed for making a video game.
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▶ Anonymous 07/29/19 (Mon) 16:25:17 b72671 (12) No. 16739178
>>16739087
>RPGmaker
you should get killed just for that.
>but the kikes will get me!!!
Just release it anonymously and remove any tace of unique identifiers that could lead back to you.
>le redpill and le pol shit
So its going to be kiked as hell and have 2 fags arguing over christianity and paganism the whole game?
I too plan on making a "redpilled" game, but the only thing that will happen is some fags get outraged. mossad wont suicide you over a game featuring kikes and their tricks. What do you plan to have in the game anyway?
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▶ Anonymous 07/29/19 (Mon) 16:30:06 f3b9cd (3) No. 16739195 >>16739197 >>16739240
So here's my shitty nodev excuse .. I was on track to being ready for the next demo day, and then I shelved my project and I was like "I'll come back to it soon…" And it was only today that I finally came back to look at the code, and I began to realize that I simply have too much left to do. So in the end, I won't be ready for demo day.
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▶ Anonymous 07/29/19 (Mon) 16:32:20 b100ba (12) No. 16739197 >>16739240
>>16739195
I had something similar. While I wasn't planning anything for Demoday, I was making a ton of progress really quick and just hit a brick wall, needing to go back and rework some basics. No idea how easy or hard that will be, but I'm dreading it.
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▶ Anonymous 07/29/19 (Mon) 16:44:33 b100ba (12) No. 16739228 >>16739261 >>16739264
>>16739199
That's fine and all but have you considered making a fun game? All of this screams "I WANT TO PROPAGANDIZE AND WE HAVEN'T DONE VIDYA YET SO THAT'S WHAT I'LL DO BTW I HATE VIDEO GAMES"
The reason all of those liberal "punch nazis lol" games are so shit is because they prioritize the "punch nazis" story over actually being fun. Those games either have no gameplay or miserable gameplay because they're mandated to. You're not making a game with fun gameplay in mind, you're making a game with spreading your politics in mind and gameplay as an excuse.
If you were a team of people and not a single guy, it would be a third person shooter and not an RPGmaker game.
How about instead, you think of some interesting twist on the typical RPG gameplay (something that you wouldn't be able to pull off with RPGmaker, by the way) and then do the story? It doesn't have to be much. Xenoblade has several layers worth of complexity to set it apart, whereas something like Bravely Default just has the Brave-Default system and job classes. Chrono Trigger has battles with no screen transition and dual/triple techs. Just some fucking thing. Fuck, here's a shitty throwaway idea. How about you have a stress stat of some kind, which goes up the more you get attacked. The only way you can only decrease it is by watching TV or something, which decreases your power and INT stats because it's jewish propaganda making you complacent and dumber or whatever. It took me 30 seconds to think of and it's shit, but anything is a step up above default RPGmaker.
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▶ Anonymous 07/29/19 (Mon) 16:49:14 b72671 (12) No. 16739240
>>16739199
Sounds like literally nothing.
>>16739195
>>16739197
Keep trying and you will make it
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▶ Anonymous 07/29/19 (Mon) 16:57:09 b72671 (12) No. 16739257
>>16739251
>Serious games for serious gamers
Then you should be so serious that you should work on it RIGHT NOW
>gamedev account
a what?
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▶ Anonymous 07/29/19 (Mon) 16:58:30 42fee5 (16) No. 16739261 >>16739270
>>16739228
Unfortunately this is what almost all ideaguys are like, even in /v/ and /agdg/. They have these grandiose ideas about the world and story and what's happening, but the actual game and gameplay is just an afterthought, some vague idea of what you'll be doing, with at most some vague surface-level idea or two that should be included in it.
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▶ Anonymous 07/29/19 (Mon) 16:59:11 f3b9cd (3) No. 16739264
>>16739228
Every time Rich Evans and Jack talk about video games, they remind us that they don't know fuck all about video games even though they made that their identity at RedLetterMedia.
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▶ Anonymous 07/29/19 (Mon) 17:02:35 b100ba (12) No. 16739270 >>16739274
>>16739251
Anon, pic related is you. Video games are entertainment. You want an example of a game that "redpills" you? Deus Ex. It has some of the best writing I've ever seen, but it also has really damn good gameplay (especially compared to any modern FPS). The contempt you seem to have for video games, considering you called them "muh manchild entertainment" says plenty. My point is still there. I think your story idea is shit and the way you're approaching it is double retarded, but that's not my point. All I said is "have some fun fucking gameplay", because if people are having fun, they won't even notice that they're being propagandized to.
Or you can just fuck off and ruin comic books instead.
>>16739261
I've had issues with this before as well, admittedly. Nowadays I throw most story ideas away unless I can make it funny.
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▶ Anonymous 07/29/19 (Mon) 17:05:46 f3b9cd (3) No. 16739274
>>16739270
>we don't use the word fun
Do they think they're creating lifestyles then?
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▶ Anonymous 07/29/19 (Mon) 17:08:06 fd734e (1) No. 16739277
>>16739275
>leftist revisionism and polygendered garbage
>art
Art is not that.
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▶ Anonymous 07/29/19 (Mon) 17:11:46 b100ba (12) No. 16739288
>>16739272
It's not a matter of left versus right. I'm right wing too but I don't want a game to propagandize to me, regardless of which side is doing it. You could make a fun game about being a communist hipster in a liberal arts college, drinking starbucks and typing opinion pieces on his Macbook if you had fun gameplay in it and the setting served some purpose. So one more time I'll say this, come back when you have an idea, regardless of how small, for how to make your game fun. The story is easy, the gameplay is hard.
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▶ Anonymous 07/29/19 (Mon) 17:54:41 b72671 (12) No. 16739376
>>16739272
if you're making all that shit then why worry about your redpill game now? I have a few projects I want to do, but i know if i want any of them to get finished i have to focus on one then move to the next, just plan out what shit you're going to make in advance and when you get to the redpill game, come back for advice on how to not get killed by the jews for making an unkosher game
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▶ Anonymous 07/29/19 (Mon) 18:07:28 cc33fd (36) No. 16739393
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▶ Anonymous 07/29/19 (Mon) 18:09:27 fc7f6c (28) No. 16739399
>>16738194
Thanks, we are going for simple graphics so we can have more crops on the screen this way
>>16738186
The models are easy to make, the hard part are the textures actually And i made those in Paint.Net
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▶ Anonymous 07/29/19 (Mon) 18:16:47 fc7f6c (28) No. 16739415
>>16738020
there was this neat trick that would split each sprite of an atlas in many small pieces, and try to reuse the pieces that are the same to save up memory. Not sure if it's worth the effort, especially with pre-rendered, where the chances of repeated sprite parts are very slim
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▶ Anonymous 07/29/19 (Mon) 18:46:11 b72671 (12) No. 16739476
>>16739428
I didnt ask for your opinion i asked why are you bitching about your game whilst being an afraid bitch RIGHT NOW when you admit you arent even making the game and dont plan to untill you finish some other games?
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▶ Anonymous 07/29/19 (Mon) 18:55:54 b72671 (12) No. 16739493
>>16739482
Not many people cry about being killed by the jews over an RPGmaker game that says "i think Hitler is a pretty cool guy, eh kills kikes and doesn't afraid of anything"
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▶ Anonymous 07/29/19 (Mon) 20:30:55 05b28f (3) No. 16739707 >>16739708 >>16739716 >>16739725 >>16739737 >>16739743
Is it okay to not make a company? Let's say I'm putting my own engine together, using resources that are 100% under CC, and occasionally making shit of my own, I'll use my own credit card and put a game on itch.io, then when I get enough money I'll put it on steam. In what way I can get fucked over doing it like this?
Having a lawyer and an accountant is simply too expensive, I don't want to deal with company and taxes, I just want to be a freelancer and dev when I can while avoiding all the ugly bullshit related to business. What's your insight for this subject?
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▶ Anonymous 07/29/19 (Mon) 20:33:05 b100ba (12) No. 16739708 >>16740049
>>16739707
Does anyone on /agdg/ even have a company?
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▶ Anonymous 07/29/19 (Mon) 20:38:09 283c48 (7) No. 16739716 >>16740049 >>16740178
>>16739707
There's an anon that frequents /agdg/ that's talked about him being being fined or liable for a sizable chunk of change because he didn't make an LLC to separate himself from his work or something to that effect. It may depend on where you are but I don't think it costs much to register as an LLC to have some legal protection. Otherwise if something goes very wrong everything you own is liable, rather than things that just the 'business' owns.
I wouldn't worry about any of it until you're 99% done and know you're going to deliver something, how much and where.
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▶ Anonymous 07/29/19 (Mon) 20:42:16 fecce3 (3) No. 16739725 >>16740049
>>16739707
Start a company. Depending on where you are it ranges from cheap to completely free and the benefits are so good you'd be doing things the hardest way without them.
>Bankruptcy: if your company doesn't do anything meaningful or folds, you can file for corporate bankruptcy and liquidate anything the company owns in order to pay off any debts. In most cases this would satisfy any debtors who were on you for unpaid this or that.
>Income: let's say it's the best case scenario and your game goes gangbusters. Where is that money going to go? You can't just get thousands or tens of thousands into a personal bank account in a short amount of time or they'll freeze your assets and start looking into where the cash came from, assuming that you're a terrorist or a criminal or something.
>Taxes/Expenses: Let's say you need to buy a game engine that's only a couple hundred bucks. If you have a company you could write off a part of the entirety of that purchase as a business expense. This again depends on where you are.
>Grants: Depending on your location you might qualify for a grant, which in most cases is basically free money for the government. This is what is keeping Ubisoft afloat but I can tell you for free that a lot of my friends have made shitty student films, started stupid businesses or whatever and paid nearly nothing out of pocket thanks to governmental small business grants (and in every case, when their shit folded they were basically bulletproof because the government protected them against that as well).
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▶ Anonymous 07/29/19 (Mon) 20:51:34 b72671 (12) No. 16739737 >>16740049
>>16739707
How would you even sell a game as just 1 guy making a game?
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▶ Anonymous 07/29/19 (Mon) 20:55:16 208b77 (16) No. 16739743 >>16740049
>>16739707
If you're gonna make money then start an LLC or whatever your country's equivalent is.
In almost every country, it barely costs anything, and it makes you no longer liable for most fuckups. Don't be retarded and just fucking do it.
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▶ Anonymous 07/29/19 (Mon) 21:11:24 0f3dd4 (1) No. 16739762
>>16739731
>a fucking nigger
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▶ Anonymous 07/29/19 (Mon) 21:19:48 b100ba (12) No. 16739781
>>16739777
Yes, niggers are a problem, trips man.
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▶ Anonymous 07/29/19 (Mon) 21:22:58 b72671 (12) No. 16739784
>>16739731
>nigger and white woman duo
>background is a huge ass grid with solid color
>screenshake for every action
>every action creates a weird delay
>CRT + Scaline memfilter
>game is set in LA
>female companion doesnt take any damage
>raul
How come you made a 3D model of raul earlier yet now its some sort of 2D game?
>>16739777
>wants to make a redpilled game
<one of his games featurs a nigger MC with white bitch sidekick
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▶ Anonymous 07/29/19 (Mon) 21:23:09 fecce3 (3) No. 16739785
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▶ Anonymous 07/29/19 (Mon) 21:28:03 b72671 (12) No. 16739798
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▶ Anonymous 07/29/19 (Mon) 21:28:34 b100ba (12) No. 16739801
>>16739795
>it's a "based" nigger
Holy fuck.
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▶ Anonymous 07/29/19 (Mon) 21:32:11 208b77 (16) No. 16739809
>>16739731
Do you have any idea why the thread for your game was deleted earlier?
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▶ Anonymous 07/29/19 (Mon) 21:33:42 fecce3 (3) No. 16739814
>>16739811
It couldn't be because you turned the thread into race-baiting politics the same way you're doing now, could it?
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▶ Anonymous 07/29/19 (Mon) 21:44:31 208b77 (16) No. 16739834 >>16739848
>>16739811
It's because you post like a cuckchanner, and people mass-reported you for it.
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▶ Anonymous 07/29/19 (Mon) 21:48:40 208b77 (16) No. 16739841
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▶ Anonymous 07/29/19 (Mon) 21:50:00 700319 (6) No. 16739848 >>16739852
>>16739834
But all brown people post like smug retards.
>>>/v/16739839
Oh. He needs to go back.
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▶ Anonymous 07/29/19 (Mon) 21:51:05 b100ba (12) No. 16739852
>>16739848
Come on anon, you'd be smug too if you wuz kangs.
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▶ Anonymous 07/29/19 (Mon) 21:51:58 e06f71 (1) No. 16739853
>>16739839
>I mostly post on cuckchan.
Go back.
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▶ Anonymous 07/29/19 (Mon) 22:00:40 7ebba9 (1) No. 16739866
>>16739850
GO FUCKING BACK!
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▶ Anonymous 07/29/19 (Mon) 22:06:46 b72671 (12) No. 16739885 >>16739888 >>16739893
>thread is dead for the whole day
>suddenly when a spic shows up people start posting
Why does this always happen?
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▶ Anonymous 07/29/19 (Mon) 22:08:04 8846cc (4) No. 16739888
>>16739885
Because I've lost control of my life
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▶ Anonymous 07/29/19 (Mon) 22:10:21 700319 (6) No. 16739893
>>16739885
Shitting on cuckchan taconiggers takes no time, effort, or skill and is probably more fun than gamedev.
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▶ Anonymous 07/29/19 (Mon) 22:40:52 b72671 (12) No. 16739990 >>16740578
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▶ Anonymous 07/29/19 (Mon) 23:12:01 05b28f (3) No. 16740049 >>16740097 >>16740206 >>16741161
>>16739708
They may be, I'm following some devlogs on youtube and even the most amateur devs talk about an LLC and its troubles.
>>16739716
Fined for what? I live in a 3rd world country, how do international fines even work? I'm trying to learn about any traps beforehand and avoid them.
>>16739725
>>16739743
Starting an LLC requires a decent amount of cash and paperwork, the problem is maintaining it. You will need an accountant, and a lawyer to deal with the paper side, each one of them can take a salary's worth of money if not more.
I've heard horror stories about bad accounting and mistakes leading to trouble. And it seems that you need to include everything in accounting. I don't have an office, basically my desktop is all I own, so you'll either need to loan a place or risk your own home and computer, which is dumb.
Grants are basically complicated and exploitable only by certain people. I've tried to brave learning about the laws in my country but they're really complex, and I don't even know how do they handle digital goods because it's not clear at all.
Not to mention having to pay stuff like insurance and stuff related to recruitment taxes and whatnot.
>>16739737
You can just throw your game on itch and either bank on donations or put a price tag on it, of course, the buyer can chose to pay more out of generosity, and you can ask itch to transfer the money to your credit card instead of going through Paypal, which is another nightmare with traps all over it, I know people who got locked out of their money, and the bank that supports E-shop stuff has a cap on how much you can draw per year. I'm still trying to figure out which bank has a less shitty policy, but it's chose your own poison kind of thing.
My friend basically works on Fiverr as an artist doing simple stuff, so far he's getting a decent side cash using his personal account, I tried the same and still waiting to take off (it's been more than 2 months now), I did some research, and most people (that most likely aren't from the US) use their personal account even for donation.
There's no escape…
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▶ Anonymous 07/29/19 (Mon) 23:25:46 b100ba (12) No. 16740085
>>16740077
Because you're using chinkware, Toddubs man.
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▶ Anonymous 07/29/19 (Mon) 23:26:49 315fe6 (8) No. 16740087
>>16739731
are you the faggot that made that terrible bacteria game on steam? or does this just happen to be a standard shader with godot or in a tutorial or something? because that shitty crt graphics is reminding me of bacteria and how it gave me headaches.
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▶ Anonymous 07/29/19 (Mon) 23:30:17 09543e (7) No. 16740089 >>16740578
can anyone help a poor soul and tell me why my .blend file isn't compatible with unreal's skeleton.
https://drive.google.com/open?id=13MJUrRgojoT0sY6mjAQS-tYd5vs9JUF3
I've followed so many tutorials and i even bought a stupid script and I don't know what else to do. This shouldn't be this much of an issue.
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▶ Anonymous 07/29/19 (Mon) 23:38:52 9a3b17 (2) No. 16740097 >>16740448
>>16740049
> amateur devs talk about an LLC and its troubles.
like? curious what would be the liabilities with just selling something on steam (inb4 "your game made my pc explode").
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▶ Anonymous 07/30/19 (Tue) 00:10:54 172d23 (42) No. 16740178 >>16745611
>>16739716
>Spend 50 years making game
>Don't include enough gender pronouns
>Get arrested by the thought police
>I can't make LLCs in Canada
>Sued and put into forced gender reassignment because I didn't respect some xerself's fantasy
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▶ Anonymous 07/30/19 (Tue) 00:23:50 48d528 (1) No. 16740206 >>16740238 >>16740448
>>16740049
>you will need an accountant and a lawyer
You will need them when you need them. You sound like you're still at the stage where you don't. With a bit of homework you could likely learn all the relevant tax info etc for yourself while you're still small-scale, and yes, you will need a lawyer… for about three hours to help you draft an EULA. Those are costs you will need to absorb if you want things to be on the up and up.
>I need an office
Tons of single people run LLCs out of their bedroom or garage (Amazon sellers, import/export dropshippers etc). You will only need an office, again, when you have staff and actually need an office.
>Grants are complicated
Well no shit. If it was literally just "Hey citizens, click this button for free money" everyone would fucking do it. I don't know where you are, but where I am there are government offices where there are people employed specifically to answer questions, and I secured an educational grant for myself after maybe 15 minutes of question-asking (and about a week of finding and filing the proper paperwork).
>pay stuff like insurance, recruitment taxes etc
Again, you only pay these when you actually need these, and the government, no matter which government we're talking about, is going to come after their slice of your labor no matter what. I'm no psychiatrist here but it honestly just sounds like you're making excuses not to do it.
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▶ Anonymous 07/30/19 (Tue) 00:39:27 172d23 (42) No. 16740238
>>16740206
>Spending money on a EULA
>When they've never held up in court
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▶ Anonymous 07/30/19 (Tue) 00:57:55 172d23 (42) No. 16740298
Portals are roughly implemented now. They work but the code is pic related.
When an object enters a portal, it will scan to the right, row by row, until it finds another portal. It will then continue moving in that direction.
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▶ Anonymous 07/30/19 (Tue) 01:44:50 05b28f (3) No. 16740448 >>16740469 >>16740487 >>16740566
>>16740097
The troubles is handling the accounting itself, like seriously, I follow a lot of devlogs and I watch GDC talks, everybody and their mom tell you to get an accountant. Making it feels more scary than it should. And I honestly don't want the government up my ass that it already is.
>>16740206
My initial question is to be sure that my starting plan can't fuck me up. The only way to make an LLC is to snowball with that plan, as I have no real savings to blow on side stuff (crippling debts). The government already takes its money from the transfers, it is covered. It's just that whether you want to stay a small guy with a level of independence, or you want to join the big guys where you can't make mistakes, I want the former.
Freelancing is one hell of a subject, if it all fails I guess I'll rely on donations, but it seems that even that is a complex subject where you have to prove that you do it for a non profit organization and whatnot, at least for Paypal. Patreon is also pretty much dead because they raised their cut to insane levels, fuck the jews. There's Paypal.me which allows donating to personal accounts, but really I'll just bank on itch.
**I almost consider doing porn bait games, but:
A- that may be against the law
B- fuck Patreon
Instead I have a plan for small turn based games and clickers, basically anything with maximum content reuse without dipping into roguelike**
And maybe doing retro knockoffs of famous indie games but can run on shitty machines for cheap.
>https://www.youtube.com/watch?v=stxVBJem3Rs
Apparently this dude survived on shovelware tier games with free assets alone.
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▶ Anonymous 07/30/19 (Tue) 01:47:40 700319 (6) No. 16740469
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▶ Anonymous 07/30/19 (Tue) 01:50:26 172d23 (42) No. 16740487
>>16740448
Jeff Vogel is fairly well known among oldschool PC gamers
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▶ Anonymous 07/30/19 (Tue) 02:02:21 9a3b17 (2) No. 16740566
>>16740448
>The troubles is handling the accounting itself, like seriously, I follow a lot of devlogs and I watch GDC talks, everybody and their mom tell you to get an accountant.
for what tho? if you're on your own worst case you'll end up paying too much taxes. most people don't have employees or start a company, simple collaboration sounds more like a contract issue (which most lawyers will just draw you up for a fixed fee) and working from home should only be an issue in what you can back in form of expense, or worst case have to pay afterwards (although that might depend on your country's tax law).
you're also selling a product as is, it's not like you will have any debtors unless you buy stuff on a payment plan for development like certain software or hardware.
if you got some of those vids I'm curious what their circumstances are.
>*I almost consider doing porn bait games
big money, just look how much darkcookie or even some russians with simple daz renders and a ntr story that triggers everyone makes. most countries have no law against that unless you got into the hard fetish stuff (possibly more money) like bestiality etc. even incest is a possible grey area and patreon mainly purged it for image/fear of loosing payment processors.
> fuck Patreon
true, and is only really feasibly outside 1st world. wasn't there a patreon-clone springing up after the incest purge? not sure if there are any smaller payment processors that are fine with it for the time being and good conditions since they don't have the foothold (otoh they can probably fucked over easier, and you alongside it).
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▶ Anonymous 07/30/19 (Tue) 02:09:28 42bbb0 (5) No. 16740578 >>16740603
YouTube embed. Click thumbnail to play. >>16739990
It really depends on which game you're making. A lot of weapons in the PS3/360 era were around 10k-15k polys each:
https://80.lv/articles/how-to-make-3d-guns-for-fps-games/
>>16740089
Sorry for being confused, but why aren't you retargeting it inside of UE4's editor? Are you using the skeleton for something else? Why not stick with your skeleton?
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▶ Anonymous 07/30/19 (Tue) 02:22:48 09543e (7) No. 16740603 >>16740645
>>16740578
That link is a god send. I didn't know that was possible. I thought I had to trick unreal into thinking it was the same skeleton.
thank you.
I've been following this guy,
https://www.youtube.com/watch?v=kuqeG6oGQJM&t=1532s
and I guess he is over complicating things.
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▶ Anonymous 07/30/19 (Tue) 02:49:57 42bbb0 (5) No. 16740645
>>16740603
Anytime! UE4 is pretty complex, but it has a lot of useful features that make your workflow less cramped. I'm not sure why he's charging money for a feature present in the editor. It's not like if it fully automated too, you still have to adjust it like UE4.
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▶ Anonymous 07/30/19 (Tue) 07:34:24 208b77 (16) No. 16741161 >>16741180
>>16740049
>Starting an LLC requires a decent amount of cash and paperwork, the problem is maintaining it. You will need an accountant, and a lawyer to deal with the paper side, each one of them can take a salary's worth of money if not more.
Regardless of whether you start an LLC, you still need to take care of accounting and legal. You don't get to avoid these responsibilities by not starting an LLC.
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▶ Anonymous 07/30/19 (Tue) 07:54:10 172d23 (42) No. 16741180 >>16741205
>>16741161
>agdg actually accomplishes something
>gets cockblocked by judaism and its laws
>everyone itt becomes legal experts overnight and that becomes our role against them
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▶ Anonymous 07/30/19 (Tue) 08:14:34 208b77 (16) No. 16741205
>>16741180
With some luck we might even get /biz/ to invest in us!
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▶ Anonymous 07/30/19 (Tue) 14:48:37 e6e387 (3) No. 16741774 >>16741804
>>16734734
What software do you recommend for pixel art? Is GIMP or Krita enough, or something more specific for this job?
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▶ Anonymous 07/30/19 (Tue) 15:17:14 5d03cc (3) No. 16741804 >>16741837
>>16741774
Aseprite, which is free if you compile the code yourself.
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▶ Anonymous 07/30/19 (Tue) 15:42:40 e6e387 (3) No. 16741837 >>16741873
>>16741804
Thanks, will check that out. By the way, do you think pixel art games have a future? Because that would probably be the easiest for me to learn as an, again, artistically challenged person.
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▶ Anonymous 07/30/19 (Tue) 16:01:35 d61c94 (3) No. 16741873 >>16741920
>>16741837
Yes.
Besides, even if you're not making a pixel game, starting with programmer pixel art is fine. You can always hire an artist after the mechanics are solid.
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▶ Anonymous 07/30/19 (Tue) 16:23:41 8f5a71 (10) No. 16741912 >>16741950
Is using Atom with Ren'py good or there's a better alternative?
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▶ Anonymous 07/30/19 (Tue) 16:28:56 e6e387 (3) No. 16741920
>>16741873
Do you think I can just jump into it and experiment, or are specific tutorials required?
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▶ Anonymous 07/30/19 (Tue) 16:48:44 27248c (2) No. 16741950 >>16741953 >>16741977
>>16741912
There are some programs that should have never been made. Atom is one of those.
If you want something simple, grab yourself PyCharm, Geany or Notepad++. If you would like to spend some time into learning a power editor, grab yourself Emacs.
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▶ Anonymous 07/30/19 (Tue) 16:51:21 27248c (2) No. 16741953 >>16741977
>>16741950
Firgot to say, Spacemacs is basically a nicer Emacs for beginners with more comfortable keybindings. If you are a beginner, you should probably start by there.
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▶ Anonymous 07/30/19 (Tue) 17:01:44 8f5a71 (10) No. 16741977 >>16742124 >>16742692
>>16741950
Why is atom bad, though?
>>16741953
Alright, thanks for the suggestion, anon.
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▶ Anonymous 07/30/19 (Tue) 17:48:20 e97563 (1) No. 16742124
>>16741977
Silly question, but what do someone need to start with when making a game done in a maker engine?
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▶ Anonymous 07/30/19 (Tue) 19:33:16 169b17 (1) No. 16742388
I'm doing what I told myself I wouldn't do and started learning GODOT.
My goal now is learning enough to the point where I can make a first person mech game (Gundam/Heavy Gear style). I doesn't have to be complicated in any way.
What I really hope to accomplish is getting the feel of being inside a mech right.
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▶ Anonymous 07/30/19 (Tue) 20:38:55 800eb4 (2) No. 16742508 >>16743186
>>16739731
for anyone that missed the racemixin cuckchanner's game. have a laugh
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▶ Anonymous 07/30/19 (Tue) 20:59:18 aff64c (1) No. 16742602 >>16742655
>>16742561
Your shit-tier meme will never become a thing buddy.
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▶ Anonymous 07/30/19 (Tue) 21:13:43 6dd8d1 (3) No. 16742655 >>16742680
>>16742602
Anon, you're talking to a literal bot.
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▶ Anonymous 07/30/19 (Tue) 21:20:17 9fa18a (1) No. 16742680
>>16742655
You know full well that a month from now there's still gonna be retard gorilla niggers replying to this or the blackpillfaggot/bot.
Nice dublerinos, by the way.
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▶ Anonymous 07/30/19 (Tue) 21:25:09 71e376 (3) No. 16742692 >>16743098
>>16741977
>Why is atom bad
Its a browser that exists solely to launch a single page with a javascript text editor.This is not good,to say the least.
I am also obligated to recommed vim over emacs.
Unless you write Lisp,which is one of the few cases where preffering emacs is understandable
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▶ Anonymous 07/30/19 (Tue) 21:26:46 fc7f6c (28) No. 16742698 >>16742734
Trying to make the texture on Blender texture painting instead of exporting the UV layout and making the texture in other program, how does it look?
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▶ Anonymous 07/30/19 (Tue) 21:36:40 6dd8d1 (3) No. 16742734 >>16742763
>>16742698
It looks decent, but if you want proper critique/comparison you'll need to lo do it using your paint.net technique and actually compare the results
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▶ Anonymous 07/30/19 (Tue) 21:41:27 fc7f6c (28) No. 16742763
>>16742734
I didn't do the watering can texture in paint, but i did the other tools, i will next make the blender painting of them next so i can show the comparison
if you want to see one here the axe (in paint)
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▶ Anonymous 07/30/19 (Tue) 22:07:27 0ff741 (13) No. 16742848
After many hours of work I managed to finally fix the recursion looping issues somewhat and force the map editor to produce a correct PVS output. Sigma 2 should be able to show off some cool maps with sloped surfaces for demo day. Now I have a week to work on other things like the menu or skyboxes.
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▶ Anonymous 07/30/19 (Tue) 23:18:50 b100ba (12) No. 16743019 >>16743034
glFrustum ? More like glFrustrating , am I right?
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▶ Anonymous 07/30/19 (Tue) 23:32:04 0ff741 (13) No. 16743034
>>16743019
what are you trying to do? Why not just use glMultMatrixf for all of your matricies?
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▶ Anonymous 07/31/19 (Wed) 00:11:24 8f5a71 (10) No. 16743098
>>16742692
Oh. I tried to start spacemacs but I don't really know how it works and I was too caught up on Atom. I might try alternatives later, then.
It's true that arom ate some of my memory, but I think the browser funxtion is mostly because of the github support. I wonder if it supports gitgud.
Don't laugh at my code
Any recommendation if I just started. Like literally just started.
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▶ Anonymous 07/31/19 (Wed) 00:54:04 172d23 (42) No. 16743174 >>16743596 >>16743599
Would a gamedev tent help or hinder progress? Would it be akin to a wage cage?
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▶ Anonymous 07/31/19 (Wed) 00:58:06 172d23 (42) No. 16743186 >>16743596 >>16743675
>>16742508
Also pardon the furfaggotry, but Harmarist (Anubis and the Buried Bone, shota/cub artist, among other things) started making another new game too.
What strikes me is it has that same fake-tv projection on it. Is this a meme?
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▶ Anonymous 07/31/19 (Wed) 04:56:20 ba17a5 (1) No. 16743596
>>16743186
Seems like an attempt to appeal to the retro crowd without understanding what the retro crowd actually likes from CRT monitors. No one likes the curved edges from bad geometry, they use CRT monitors for less motion blur, less lag, and in some cases the composite comb filter effect.
>>16743174
No, at the end of the week you get paid for being in a wage cage. You don't get paid gamedev until the game ships or you get a patreon.
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▶ Anonymous 07/31/19 (Wed) 04:59:45 6dd8d1 (3) No. 16743599
>>16743174
Having a space purely for work which you have to move to, preferably with some short travel, does help with focus. But a tent is fucking inconvenient, especially during the fucking summer.
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▶ Anonymous 07/31/19 (Wed) 05:54:26 8f5a71 (10) No. 16743665 >>16743673 >>16743726
I'm trying to make a fucking menu with conditionals in ren'py.
label introduction : menu : "Who should I question?" "Charlotte" if charlotte_intro_option = True : define charlotte_intro_option = False "So Charlotte. She is usually in the hallways." jump introduction_charlotte "Ms. Julia" if julia_intro_option = True : define julia_intro_option = False "She is probably in her office." jump introduction_julia "Ms. Valerie" if valerie_intro_option = True : define valerie_intro_option = False "Ms. Valerie loves to be around the sports ground." jump introduction_valerie "Isn't that my mom?" if jessica_intro_option = True : define jessica_intro_option = False "I should go and say hi." jump introduction_jessica "I already know them, though" if charlotte_intro_option = True and julia_intro_option = True and valerie_intro_option = True and jessica_intro_option = True : "I should just research what I can while being here and head back home." jump introduction_end "Time to go home" if charlotte_intro_option = False and julia_intro_option = False and valerie_intro_option = False and jessica_intro_option = False : "Now that I have better insight with what I'm dealing with, I better go home." jump introduction_end
And I get
I 'm sorry, but an uncaught exception occurred. While running game code: File "game/script.rpy", line 108, in script menu: SyntaxError: invalid syntax (game/script.rpy, line 110)
What the hell is wrong!?
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▶ Anonymous 07/31/19 (Wed) 05:58:34 e50a61 (6) No. 16743673 >>16743679
>>16743665
>line 108, in script
>(game/script.rpy, line 110)
wheres the fucking linenumbers
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▶ Anonymous 07/31/19 (Wed) 06:00:05 700319 (6) No. 16743675 >>16743689
>>16743186
Is Buried Boner even done yet?
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▶ Anonymous 07/31/19 (Wed) 06:02:56 8f5a71 (10) No. 16743679
>>16743673
Line 108 is the menu line. I will try to post the code better tomorrow. I'm done with this shit for the day.
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▶ Anonymous 07/31/19 (Wed) 06:15:26 172d23 (42) No. 16743689
>>16743675
No, its k not out yet. This is like the 4th proof-of-concept platformer he's made since then.
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▶ Anonymous 07/31/19 (Wed) 06:53:24 b993af (2) No. 16743726 >>16743742 >>16744184
>>16743665
if that's python you have to use '==' instead of '=' for comparison. Then again I am not familiar with the the structure used here (it kinda looks like a switch statement which must be specific to renpy)
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▶ Anonymous 07/31/19 (Wed) 07:04:21 172d23 (42) No. 16743742 >>16743766
>>16743726
>if that's python you have to use '==' instead of '=' for comparison
You mean, if that's literally any programming language
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▶ Anonymous 07/31/19 (Wed) 07:19:58 b993af (2) No. 16743766 >>16743782
>>16743742
>literally any
no, that is not what I mean
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▶ Anonymous 07/31/19 (Wed) 07:31:06 172d23 (42) No. 16743782 >>16743792
>>16743766
What godawful programming language uses "=" as a comparison?
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▶ Anonymous 07/31/19 (Wed) 07:36:49 208b77 (16) No. 16743792
>>16743782
There's a decent amount of languages that use := for assignment and = for equality comparison. Go is one of them.
It's just that the majority of the language do the sane thing and keep the C-like syntax.
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▶ Anonymous 07/31/19 (Wed) 09:09:19 acd141 (3) No. 16743875
Holy shit blender 2.8 is gay. Why are my textures broken? I'll see if I can downgrade to 2.79 again.
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▶ Anonymous 07/31/19 (Wed) 12:39:06 2f652e (5) No. 16744066
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▶ Anonymous 07/31/19 (Wed) 14:16:33 8f5a71 (10) No. 16744184 >>16744191 >>16746447
>>16743726
Yes, it's python, so I should use the following?
label introduction : menu : "Who should I question?" "Charlotte" if charlotte_intro_option == True : define charlotte_intro_option = False "So Charlotte. She is usually in the hallways." jump introduction_charlotte
What I want is that the option only appears if I have not selected the option yet, and once selected the option, change the conditional so the option doesn't appear anymore in that menu.
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▶ Anonymous 07/31/19 (Wed) 14:20:50 8f5a71 (10) No. 16744191
>>16744184
Welp, it doesn't give me syntax error anymore, but only the last option appears, and that one is supposed to appear only when the conditionals are set to false.
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▶ Anonymous 07/31/19 (Wed) 18:58:02 cc33fd (36) No. 16744770 >>16744802
i'm thinking of doing something like wow's flight paths for travelling between islands
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▶ Anonymous 07/31/19 (Wed) 19:17:57 8f5a71 (10) No. 16744802 >>16744820 >>16744916 >>16745063
>>16744770
Why? How is is going to work? WoW used flight paths the way it did to alleviate loading times, instead of insta travel, because you would spawn in an unloaded area depending on your connection and PC's ram.
If your game has none of those issues then there's no need to add it, unless you want it to be scenic or something.
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▶ Anonymous 07/31/19 (Wed) 19:23:57 cc33fd (36) No. 16744820
>>16744802
i literally have dudes named "pirate", if i don't have some boat you can travel on it wouldn't feel right
and it feels more natural than having to swim every time you need to leave an island
i was considering treating it as a mount that you can control, but i have no reason to want the AI to control them, and if only the player can do it, he mind as well treat it as fast travel
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▶ Anonymous 07/31/19 (Wed) 19:28:34 2f652e (5) No. 16744827 >>16744865 >>16744876 >>16745394
My sleep depraved brain is kinda confused right now, is there two ways to do translation/rotation/scale to a 2d sprite in opengl? the first is to calculate the stuff and use the deformed vertices, and the second is mess with the matrix of the renderstate? but then there's also using vertex shaders, the later I guess is only supported by opengl 2.0+ right?
It seems that all the new tutorials are pushing the vertex shader method, is it faster than the first 2 methods? how did they handle 3d model animations before vertex shaders? did they have to literally loop and move every single vertex? I couldn't find a proper break down to each method.
I'm here trying to write lightweight and fast code but then when I check out libraries I feel amazed that anything runs decently with the amount or branching and useless memory allocations and destruction in the middle of something you'd call hundreds of times per frame.
Also if anybody has experience with inverse kinematics with constraints, enlighten me, I'm between implementing Dragonbones' runtime in Nim, or making a lightweight 2d skeletal animation, either way, I'd like to learn about the subject.
Also damn at those 2d skeletal animations with mesh deformations, it enhances the cutout animation so much you can get away by having literally 1 sprite, I find it more manageable than doing pixel art.
Speaking of pixel art, I'd never imagined that Adobe Illustrator out of all things is the best for it, when you turn off all anti aliasing, it will draw 1 pixel wide strokes perfectly, even around shapes. This is especially useful because you can switch between highdef vector art and pixel art easily, animation is also easier because you can deform the shapes using the tools. Of course you'd need a bit of touches where angles are too sharp. It made dithering and coloring piss easy.
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▶ Anonymous 07/31/19 (Wed) 19:46:04 fc7f6c (28) No. 16744855
Time to redo the texture painting on those now that i learned how to do it directly in blender, we are going to keep all metal in one texture and the wood on another, so we can change the material easily on the metal when the player upgrade tools
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▶ Anonymous 07/31/19 (Wed) 19:48:47 71e376 (3) No. 16744865
>>16744827
>is it faster than the first 2 methods?
Depends entirely on how you use the rest of your resources.
The shader allows you to offload work to the gpu,which can help if you are cpu throttled.
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▶ Anonymous 07/31/19 (Wed) 19:55:07 0ff741 (13) No. 16744876 >>16745167 >>16745181
>>16744827
There is nothing about vertex shaders that make them faster than the matrix stack. Vertex shaders don't change the problem at all. You still have to supply a matrix.
Before the programmable pipeline OpenGL used something called the "Matrix Stack". Essentially a stack of matrices that the vertices you passed into OpenGL would be multiplied by. When you call something like "glVertex2f" that vertex will be multiplied by the matrix given when all matrices on the stack are multiplied together. Whether the matrix multiplication happens on the CPU or GPU depends on what graphics card you have. For example Nvidia did not hardware accelerate this process until the GeForce 256:
http://developer.download.nvidia.com/assets/gamedev/docs/TransformAndLighting.pdf
Doing transforms on the CPU means that the geometry has to be uploaded onto graphics memory every time the matrices change. But whether this happens on the CPU or GPU is on a lower level than the model you are working with using OpenGL.
It seems like the "glVertex" calls are uploading the geometry every frame, which would be slower. But modern graphics cards have drivers that internally optimize this process so you can take advantage of modern hardware features even without being aware of them. It still has overhead compared to doing it properly. But the speed difference here is really not significant for such a trivial example.
There are a few ways of multiplying something by a matrix in OpenGL, the simplest way is to just use glMultMatrixf() and supply it with a 4x4 matrix to the matrix stack. You can use ARB vertex shaders on cards that don't support OpenGL 2.0, and that will work fine too. But these are all basically equivalent. If you don't need shaders, then you don't really need to use them.
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▶ Anonymous 07/31/19 (Wed) 20:13:28 6f5953 (1) No. 16744916 >>16744928
>>16744802
>If your game has none of those issues then there's no need to add it, unless you want it to be scenic or something.
depends, if you want to make the actual distance a limitation or penalty. say dying to shit and then have to travel 5 minutes to get back there. it also works out better for world pvp, if everybody can instantly port everywhere might as well play in a 5x5 square.
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▶ Anonymous 07/31/19 (Wed) 20:18:08 cc33fd (36) No. 16744928
>>16744916
yeah, i do have a bunch of sharks that i need to put in here, ideally you could avoid them via boat, which you can only access if the pirates don't stop you, or something like that
gothic 2 did a bunch of that one way or another
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▶ Anonymous 07/31/19 (Wed) 21:19:09 315fe6 (8) No. 16745063
>>16744802
boats have been a tradition since everquest, nothing wrong with boats for world travel, it's comfy.
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▶ Anonymous 07/31/19 (Wed) 21:50:36 a3ce64 (1) No. 16745145 >>16745454
Hi how do I into make game?
What's the easiest sort of game I could make and also invest a good bit of time fleshing out with content and polishing to make it look and play very well?
Games with RPG elements like gear, stats and levelling tickle my autism but I heard they're very hard to get right.
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▶ Anonymous 07/31/19 (Wed) 21:57:53 2f652e (5) No. 16745167 >>16745230
>>16744876
That was informative, for some reason I thought that I was doing it wrong. It baffles me that culling still happens on CPU.
Sometimes I see matrix operations and I try to get smart with them, like instead of updating the matrix of all child sprites whenever the parents move of something, I render them to a texture and rotate that instead. I guess I'll leave it be.
The dumb thing I'm doing recently is replace the sin/cos functions with a static table lookup of like 360 entries or less since I don't need that much precision. Apparently that was a viable thing to do even in recent years according to GDC (it was about the rendering in Inside iirc). Which was surprisingly slower on consoles for some reason. The second dumb thing I will try to do is replace float with int, but instead of keeping track of subpixels in a different variable, I'll just multiply it by 10 or 100. Japan is still clinging to integers for 2D games, and it's deterministic if you want to throw network code after.
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▶ Anonymous 07/31/19 (Wed) 22:03:29 d61c94 (3) No. 16745181 >>16745230
>>16744876
>There is nothing about vertex shaders that make them faster than the matrix stack. Vertex shaders don't change the problem at all. You still have to supply a matrix.
Except vertex shaders allow you to offload more processing to the GPU. The slowest aspect of graphics program is CPU->GPU communication and the matrix stack ties that down hard. Vertex shaders are significantly faster than the matrix stack and any real-world benchmark you can put together will reflect that.
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▶ Anonymous 07/31/19 (Wed) 22:20:45 0ff741 (13) No. 16745230 >>16745291
>>16745167
Some culling is happening on the CPU and other culling is happening on the GPU. That pdf I linked is describing technology from 1999… things have advanced since then and you can do some culling on the GPU now. But still most of it happens on the CPU.
Using integers seems fine, in theory your graphical representation can be all floating-point while the actual game logic uses an integer model, although I think OpenGL can use integer coordinates, i'm not sure how that works in shaders though.
>>16745181
>The slowest aspect of graphics program is CPU->GPU communication and the matrix stack ties that down hard.
You still have to pass your matrices to the GPU whether you use shaders or not. That changes nothing about this problem. Vertex shaders offload more stuff to the GPU but when we're just talking about multiplying all of the vertices by a matrix there really isn't a difference because the same amount of information is being passed to do the same exact operation.
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▶ Anonymous 07/31/19 (Wed) 22:39:44 d61c94 (3) No. 16745291 >>16745394
>>16745230
That's fair, to a degree, but depends on what you are doing with your matrices and how you have your programmable pipeline set up. If you have per-object matrices, and have to update your matrix per-object, that's a lot of back-and-forth communication for a single frame whether you are using the matrix stack or not. It also completely kills your ability to do batched draws, or to upload matrices in bulk.
It's been a while since I've worked with OpenGL directly, but I remember massively speeding up a program that I initially wrote using immediate mode by switching to OpenGL 3 with bulk uploading of matrices and instanced rendering. The matrix stack doesn't let you easily draw a large array of objects with a single draw call. I think you could get a bit better with Display Lists or something, but I found them far less flexible and less intuitive than just using shaders and controlling my data directly anyway.
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▶ Anonymous 07/31/19 (Wed) 22:48:15 fc7f6c (28) No. 16745318 >>16745323
Much better, i got the hang of this
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▶ Anonymous 07/31/19 (Wed) 22:49:48 172d23 (42) No. 16745323 >>16745328
>>16745318
Would chops Yews with to raise my WC to 60 with / 10
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▶ Anonymous 07/31/19 (Wed) 22:51:08 fc7f6c (28) No. 16745328
>>16745323
thanks, tomorrow i will try to get all others done
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▶ Anonymous 07/31/19 (Wed) 23:21:19 0ff741 (13) No. 16745394 >>16745853
>>16745291
That's true, I railroaded my thinking, and reached a conclusion that wasn't really correct.
Although for >>16744827 who seems to be making a fighting game the task of blitting a bunch of 2D sprites across the screen probably wont have a bottleneck. Ideally on the most modern hardware he could even do everything in a geometry shader, passing only the bare minimum information between the CPU and GPU… but I don't know what he's doing. Maybe it is pretty intensive stuff… and a lot of "per pixel" effects either need a fragment shader or software rendering any way.
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▶ Anonymous 07/31/19 (Wed) 23:46:31 abdbd5 (1) No. 16745454
>>16745145
depends where you are, how hard you wanna go into it and how you learn.
you could just grab a c++ book and over years build your autismo masterwork, but that's the exception.
if you don't wanna start from scratch doing your own engine, most stuff is simply learning the language/engine and make shit move on screen, then go from there. never start with your dream project since it will be way too big of a bite to ever finish by making your burn etc.
instead break it down into many small parts and go step by step. for a rpg you first and foremost need a char. so how do you make that shit move on the screen (see above). then add an actual model. than make model not look like shit. then add environment. then animations. or interactions if that's more interesting. asf., basically lots of small projects and areas you can dive into in a short amount of time and get proficient with it.
if you start completely from scratch and want to get a feel for it: https://www.turtleacademy.com/
unity has probably the most and easiest learning material to get into it, most of it free, while having lot of the shit you might need available, and what you learn you can later utilize even if you switch to godot or unreal.
>inb4 unity
>Games with RPG elements like gear, stats and levelling tickle my autism but I heard they're very hard to get right.
if you're autistic about it you're more likely to get right since you gonna do it on a level where you want to satisfy your autism (with a good chance your scope goes off the rails)
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▶ Anonymous 07/31/19 (Wed) 23:56:49 acd141 (3) No. 16745478 >>16745486 >>16745700
My textures are fuck when I go into blender 2.8. Anyone else have this issue?
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▶ Anonymous 08/01/19 (Thu) 00:00:49 348358 (1) No. 16745486 >>16745495
>>16745478
No more sharing on guca?
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▶ Anonymous 08/01/19 (Thu) 00:03:27 acd141 (3) No. 16745495
>>16745486
Haven't made anymore progress. I've been largely stuck at this issue, as well as been improving on some gun models.
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▶ Anonymous 08/01/19 (Thu) 00:44:59 333567 (1) No. 16745611
>>16740178
Just more proof that canada is an economic shithole that just hasn't realized it yet.
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▶ Anonymous 08/01/19 (Thu) 01:15:54 4648a4 (3) No. 16745700
>>16745478
Use eevee or switch the viewport shading color from material to texture. If neither of those work something is wrong with your materials.
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▶ Anonymous 08/01/19 (Thu) 02:00:49 2f652e (5) No. 16745853 >>16745927
>>16745394
>who seems to be making a fighting game
No, half the motivation is to achieve something like Another World or this: https://forums.tigsource.com/index.php?topic=63033.0
The other half is to learn how to make a proper timeline for animations and cutscenes, the system (well really just a port to an existing runtime) should support any possible animation. The real catch is, I still need it to have all the performance I can muster. I want to have tons of small objects and seamless level loading.
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▶ Anonymous 08/01/19 (Thu) 02:12:09 fc7f6c (28) No. 16745906
In some parts of the world, demo day starts in one week, is your demo ready yet?
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▶ Anonymous 08/01/19 (Thu) 02:17:35 0ff741 (13) No. 16745927 >>16746071
>>16745853
Oh, now I see what you're going for. I made that assumption because you were talking about netcode.
Maybe the best answer is that the "best" way to do something only applies to one generation of hardware. It's going to be different for each generation and you will probably want to write several rendering paths depending on what classes of machines you want to target. 2D graphics are an easier problem to solve even on low end hardware. So really you could expect to write everything a few times.
What hardware are you trying to target? As low end as possible? Modern hardware?
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▶ Anonymous 08/01/19 (Thu) 03:00:28 2f652e (5) No. 16746071 >>16746192
>>16745927
>What hardware are you trying to target? As low end as possible? Modern hardware?
As low as my current machine is, which is a dual core, 32bit, integrated graphic card, openg 1.4.
The goal is to avoid shaders, and modern fancy stuff. But I will and still can use multithreading and maybe SIMD. As a side effect, it should run even on mobile on the far future, once I stop pulling out my hair while figuring how the fuck I compile anything on android with the shitty SDK and work around java. It's still need to have an adequate level of juice, I will even dig in emulators source code to figure how to do it. I just don't understand how my old machine is able to run something like the NDS emulator with fancy shaders but cannot achieve the same on a normal application.
And I could swear to god that I couldn't use framebuffers and render to textures at all years ago, but SFML, and even SDL2, has some magic code to do it now.
I will use a mix of SFML and opengl.
>you will probably want to write several rendering paths depending on what classes of machines you want to target.
What's the best approach to achieve this without having spaghetti code? My initial approach was to have compilation time flags and output multiple binaries. But now, after reading about how Another world did it, I'm leaning towards a virtual machine for graphics. Destiny and modern games are doing it too. You can have your own architecture that is actually easy to port.
>I made that assumption because you were talking about netcode.
Whelp, it turns out that planning for multiplayer is a good thing in the long run if you want to have more players.
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▶ Anonymous 08/01/19 (Thu) 03:40:32 0ff741 (13) No. 16746192 >>16746522 >>16748868
>>16746071
This makes more sense, are you the guy on that integrated Intel GPU from a couple threads ago? What is your GL_EXTENSIONS string like? What about your CPU extensions?
I'm currently using an Intel Core 2 Duo with 965 integrated graphics to do my game development… so i'm in a very similar situation. I have OpenGL 2.0 but that doesn't actually mean very much, I think that the shaders are just getting executed on the CPU anyway.
If you have support for ARB shaders, I would strongly recommend targeting this at first and then thinking about what other rendering targets to pick. Software rendering is possibly a good second option because it will basically work everywhere and let you do all of the "per pixel" effects that you want. You'd probably want to write some of that in ASM. The hardest is basic OpenGL without shaders because certain effects will have to be done through a creative blending of software and hardware rendering.
The way my rendering works is I have some generic functions, like "gfx_draw_str" which would do something like "draw a string" onto the HUD. But this is just a pointer to a function that is picked at the startup based on what hardware features are available. This way I have separate rendering paths for separate feature sets, even if I have to write my code multiple times.
The code is going to get messy, no matter what, my only advice is to clean up from time to time so it doesn't become a burden. A multiple binary system is unnecessary when you can do hardware enumeration and swap around function pointers to the optimal paths. The Virtual Machine thing for porting your game- that was more popular back when you wrote everything in ASM and had to port to a different architecture each time. You can just compile your C code to ARM or whatever you want now… the API, like SDL and OpenGL are a bigger issue.
But a graphics VM is a good encapsulation idea in the sense that you want to feed data into a "black box" that you can trust to do everything in a fast way.
Well, I am going to bed, but I hope that it's somewhat useful to read.
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▶ Anonymous 08/01/19 (Thu) 05:00:53 8f5a71 (10) No. 16746447 >>16746476
>>16744184
If you faggots are wondering how I solver this issue, basically like this
define charlotte_intro_option = False label introduction : menu : "Who should I question?" "Charlotte" if charlotte_intro_option == False : $ charlotte_intro_option = True "So Charlotte. She is usually in the hallways." jump introduction_charlotte
Basically, I was too dumb to understand what the $ was for, which is for Ren'py specific commants, but only for that string. I needed to use == for comparison and = to set the statement.
That being said. Now I'm trying to fix the spaghetti code. Not leaving as much spaces and only if necessary. I'm trying to add an image attribute to my character. But I fucking can't. This is what the ren'py example is.
define e = Character ( "Eileen" , image = "eileen" ) label start : show eileen mad e "I'm a little upset at you." e happy "But it's just a passing thing."
And this is my code.
define e = Character ( "Eileen" , image = "Eileen" ) image Eileen Happy = "Eileen Happy.png" image Eileen Neutral = "Eileen Neutral.png" label start : scene black e "Hey..." "..." e "HEY!" with vpunch scene bg room with pixellate e Neutral "Wake up!"
But my character doesn't show the neutral sprite or any sprite at all. Dunno what I'm doing wrong.
But I must admit, I'm having a lot of fun with this
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▶ Anonymous 08/01/19 (Thu) 05:14:03 8f5a71 (10) No. 16746476
>>16746447
Never mind. Fixed it like this
label start : scene black e "Hey..." "..." e "HEY!" with vpunch scene bg room with pixellate show Eileen Neutral e "Wake up!" e "Are you paying attention to me at all?" me "Yeah, I'm sorry, this is just hard to believe, you know?" e "I don't expect you to believe me, but it's all true, this is why I called you here for." me "Ok, I get it, but why so urgent, sounds like something fun to do, actually." e "It is. It is a very useful abilitie, and it has uses I wouldn't have thought about." e "But... It's a power that you shouldn't take lightly, just remember you can't change people." e "I didn't understood that, all I wanted was to help, to help myself, but now..." e "I abused this power, and now, I will have to pay for it." me "What do you-" "Eileen leans forward and gives me a sweet short kiss, leaving me speechless" "She backs away and looks at me with a sorrowful look." e Happy "I've always felt the same." e "I will be waiting for you."
So, basically, I need to show the character first, and THEN I can change it. I've been having more fun doing this than I have with any game in years
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▶ Anonymous 08/01/19 (Thu) 05:36:13 fa0f3f (2) No. 16746522 >>16747167
>>16746192
Yeah I did post my GL_EXTENSIONS string, so I guess I'll post the CPU extensions this time, it doesn't look bad and it seems that it has most of the fancy SIMD stuff, which may come in handy for matrix stuff.
I wonder, since you also have an integrated card, do you get any performance deference when you use ARB shaders?
A long time ago I posted a space man waving like a flag using a render texture and mapping it to a grid, it kinda emulates shaders for simple effects. I took the idea from Aquaria, it was used to make underwater objects wave, and it looked pretty good. So I guess you can do a lot of tricks before having to go the software path.
I kinda dislike function pointers, SDL2 basically shove them down your throat even if you use static linking, and after doing some benchmarks for bytecode interpreters, function pointers are really slow compared to a simple switch statement. Doom3 basically has one switch statement in the render function per backend/graphic card. So I guess it's okay as long as it happens in the highest level.
Of course, I'm willing to use a VM for the graphics only, then you can use a lockfree method to run most of the game in another thread and only do the rendering in the main thread, which is a good strategy when you have +4 threads. I also discovered GCC's Computed goto extention, which speeds up the switch statement nicely for interpreters.
These discussions are always for to me, it's why I've chose enginedeving.
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▶ Anonymous 08/01/19 (Thu) 08:08:19 172d23 (42) No. 16746805 >>16746866
One week away, but only two or three solid days to work on it. I might get a mechanical demo out in time..!
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▶ Anonymous 08/01/19 (Thu) 08:52:33 172d23 (42) No. 16746866
>>16746805
And here's me testing my newly redone tile controller, creating events similar to my actor controller.
In this example, the Motion Field's create event spawns 8 rocks because why not
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▶ Anonymous 08/01/19 (Thu) 13:34:36 0ff741 (13) No. 16747167
>>16746522
I'm pretty sure intel just executes it's ARB shaders in software, but i'm not sure, the thing about the ARB shaders is that I haven't yet gotten to a point where I need to use them, but I think that it would be faster on intel if they just made extensions that let you leverage the fact that intel just uses system RAM as it's video RAM. For example directly mapping textures onto system memory, etc. Right now you'd have to "upload" a new texture which probably incurs a local copy.
I'm going to be working on skyboxes now for demo day. And those will definitely require ARB shaders for certain effects (although I will have a shader-free path for all of the effects). But right now i'm not using any ARB shaders at all.
Function pointers can't be slower than a switch statement because you're just calling a function at an address… inherently it's faster to do it that way. But I have all of this messy assignment code to pull it off… it's whatever you want to do. Probably best to write a mature rendering path before worrying about it
It looks like you have a faster CPU than me right now, even though mine has OpenGL 2.0.0… I'm going to work on my skyboxes right now, so i'll write more about how that's going later.
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▶ Anonymous 08/01/19 (Thu) 20:01:46 fa0f3f (2) No. 16748140
Progress to port Dragonbones runtime : 0%
Another day wasted, their code is an absolute mess filled with comments in two languages and tons of empty lines just to make sure to destroy any kind of readability. Instead I've spent time looking for ports in other languages hoping that one implementation will be more readable. I've found a port for Dart where the devs rewrote it from scratch to make it readable, it's less code, but less features too…
OTOH, still looking how to handle IK with angle constraints, it seems that iteration is the popular solution, but sticking a while loop for every bone is crazy to me. Vector and Matrix math makes my head hurts, and that's just for 2D. Respect for those who work with 3D.
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▶ Anonymous 08/01/19 (Thu) 22:15:53 fc7f6c (28) No. 16748609 >>16748868 >>16749807
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▶ Anonymous 08/01/19 (Thu) 23:25:36 e95b4c (1) No. 16748868 >>16748927 >>16749135 >>16749807 >>16750454
>>16748609
It is upsets my verisimilitude how the there is ashort metal shaft/socket below the heads of the hammer and pick. I have never seen a tool built like.
>>16746192
>I think that the shaders are just getting executed on the CPU anyway.
Do you have a source on this? I use 2.1 on my intel integrated of the same era and would like to know if I shouldnt use the full programmable pipeline.
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▶ Anonymous 08/01/19 (Thu) 23:56:14 fc7f6c (28) No. 16748927 >>16749291
>>16748868
>how the there is ashort metal shaft/socket below the heads of the hammer and pick
My brother thinks that steam punk = advanced metallurgic techniques.
I keep calling our fishing rod a "fiberglass fishing rod" and the watercan a plastic watercan because of how detailed the small pieces are, they might as well be modern tools that got isekai'ed.
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▶ Anonymous 08/02/19 (Fri) 01:54:05 0ff741 (13) No. 16749135
>>16748868
It's kind of fuzzy in the text and lacking in primary sources but this article seems to imply that a lot of these integrated GPU's are running the shaders in software to some degree:
https://en.wikipedia.org/wiki/Intel_GMA
But that isn't the whole story. A big part of the problem with emulating features on the CPU is a spatial locality problem. It takes a while to get things through the PCI bus or whatever. However this problem doesn't exist in an integrated GPU. It doesn't even have separate video RAM and uses the system memory instead. So the line between CPU and GPU is blurred. I don't think that's a reason to not use the shaders just because certain parts of the OpenGL internal state can only be accessed that way. So it's still the fastest option you have…
I think that the Intel Integrated GPU's would be much more interesting if Intel created Intel-specific extensions that let you leverage this hardware. What if you had the ability to touch more parts of the pipeline through the CPU? Or, if you were able to software-render to a texture instead of copying over it by uploading a new one? If you were writing optimized assembly code, that seems like the way to get the most speed out of this chip.
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▶ Anonymous 08/02/19 (Fri) 02:38:36 b100ba (12) No. 16749249
Are there good Quarter Float and Minifloat libraries/implementations for C++?
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▶ Anonymous 08/02/19 (Fri) 02:47:47 172d23 (42) No. 16749271
Is there a good way to manage complex spritesheet stuff?
What I want to do is have a class that contains all the meta information for an actor (id, name, drawing info, etc) and then it "just works" when I pass it to the drawing logic. The problem is that one actor type could have multiple directions (left, right, up, down), and multiple states (user defined) so what's the best way to handle that?
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▶ Anonymous 08/02/19 (Fri) 02:54:16 fc7f6c (28) No. 16749291
>>16748927
You are a fucktard, there is no fiberglass fishing rod
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▶ Anonymous 08/02/19 (Fri) 05:45:14 172d23 (42) No. 16749609 >>16749673
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▶ Anonymous 08/02/19 (Fri) 06:23:14 71e376 (3) No. 16749673
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▶ Anonymous 08/02/19 (Fri) 08:30:09 c53b1d (1) No. 16749807 >>16750454
>>16748609
The wood above the head of the hammer, axe and pick should only barely extend past the metal as that's cut down after heading the shaft and then a wedge is hammered into it. As >>16748868 said the hammer and pick heads shouldn't have the metal extensions below them if you're going for traditionally built.
Color wise the metal and wood look new yet have dents and scrapes from use. If they're supposed to be well used the metal should be darker and there be some clear change in color where the pick and axe have been sharpened back to a fresh surface. Some gradation on the wood where it more frequently get handles would give a bit more flavor too.
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▶ Anonymous 08/02/19 (Fri) 15:40:05 fc7f6c (28) No. 16750454
>>16748868
>>16749807
ok i will remove the metal underneath then
The metal color will be changed into grayscale so that we can give it any color we want in unity without making a new texture, this way we can have as many metal tiers we want without more texturing (except maybe a more polished texture without cracks for the higher tiers)
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▶ Anonymous 08/02/19 (Fri) 17:26:01 fc7f6c (28) No. 16750731
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▶ Anonymous 08/02/19 (Fri) 17:55:34 fc7f6c (28) No. 16750835 >>16750860
feedback when you activate an effect
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▶ Anonymous 08/02/19 (Fri) 18:06:13 e3b16b (7) No. 16750860
>>16750835
Cool details. Suggest they move faster and the stars they leave are less spread out so it looks cleaner.
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▶ Anonymous 08/02/19 (Fri) 18:22:48 cc33fd (36) No. 16750915 >>16750930 >>16751011
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▶ Anonymous 08/02/19 (Fri) 18:26:38 fc7f6c (28) No. 16750930 >>16750938
>>16750915
>Can't freely move inside the boat and dance on the flag posts
Wouldn't go to darnassus on/10
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▶ Anonymous 08/02/19 (Fri) 18:28:06 cc33fd (36) No. 16750938 >>16750949
>>16750930
it's doable, i just don't know if it's reliable
is falling to the ocean and being eaten by sharks really worth the trouble
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▶ Anonymous 08/02/19 (Fri) 18:30:36 fc7f6c (28) No. 16750949 >>16750999
>>16750938
The countless times I've died to fatigue for falling off the boat proves that there's at least one person who would play on the boat instead of just waiting for it to finish the travel time
You should probably put on low priority though, it's nice and all, just not all that important
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▶ Anonymous 08/02/19 (Fri) 18:44:35 cc33fd (36) No. 16750999 >>16751017 >>16753594
>>16750949
well it works i guess
can't actually fall off of this particular boat, nor can you jump but you get the idea
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▶ Anonymous 08/02/19 (Fri) 18:49:50 e3b16b (7) No. 16751011 >>16751019 >>16751041
>>16750915
I miss the guy that was doing that dark souls look-alike with silly dialogue. For a second I thought this was him.
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▶ Anonymous 08/02/19 (Fri) 18:50:38 fc7f6c (28) No. 16751017 >>16751019
>>16750999
You can't jump at all on your game?
You should fix that asap, the first thing I test in every single 3D game I play is checking if I can jump, regardless of how useless jumping is
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▶ Anonymous 08/02/19 (Fri) 18:51:52 cc33fd (36) No. 16751019 >>16751046
YouTube embed. Click thumbnail to play. >>16751011
it's literally me
>>16751017
only reason why i haven't added it is because it wasn't necessary for the AI
it was pretty much unnecessary in vid related too
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▶ Anonymous 08/02/19 (Fri) 18:55:38 f22581 (6) No. 16751041 >>16751103
>>16751011
Pretty sure he stopped that particular instance of the project due to different opinions between him and his artist, but he's worked on multiple instances of it before then too. He also made the Hitlerboxing prototype and that bionicle demo, I think.
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▶ Anonymous 08/02/19 (Fri) 18:56:51 e3b16b (7) No. 16751046 >>16751103
>>16751019
Oh shit! Cool. Happy to know you're around. Seems you changed the look/feel of your RPG.
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▶ Anonymous 08/02/19 (Fri) 19:20:07 cc33fd (36) No. 16751103 >>16751228
>>16751041
>>16751046
if anyone's curious, i've put a bunch of webms/screenshots from the last iteration in a rar on the wiki for the sake of preservation
i don't have anything from the one before that though, it didn't really get to anything particularly playable anyways
http://8agdg.wikidot.com/aoeanon
https://drive.google.com/open?id=1A7INeKv0kDeJnG2ue330gL7dCuVF8X2n
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▶ Anonymous 08/02/19 (Fri) 20:01:16 cc33fd (36) No. 16751228 >>16751254
>>16751103
oh wait, apparently i did have jumping in there, i'm a lying hack fraud
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▶ Anonymous 08/02/19 (Fri) 20:09:27 cc33fd (36) No. 16751254
>>16751228
egads, nostalgia trip
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▶ Anonymous 08/03/19 (Sat) 05:13:06 097f8f (3) No. 16752729 >>16752870 >>16753619 >>16754725
Well, that's a whole week with no real progress, I wasted too much time trying to figure out inverse kinematics with constraints when Spine and Dragonbones have really simple IK.
The last few days were spent on updating and relearning Nim, then wasting time trying to fight low level stuff, but it helped. I can't believe my memory is totally wiped on this stuff, everything seems new. I guess insomnia really destroyed my memory.
I learned that rotating pixel art looks really bad, the outline and any thin line becomes a mess. So it's either thick outlines or no outlines at all, it also means no dithering. Maybe switching to vector art would be a good idea after all.
On a side note, what do you guys think about the Ooblets shitshow? Would you sell your soul to Epic just so that you are guaranteed a minimum profit? it feels like a good strategy to exploit them to kickstart your first project, then actually use the money on another project that wouldn't be exclusive.
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▶ Anonymous 08/03/19 (Sat) 06:05:27 0ff741 (13) No. 16752870 >>16754299
I finished writing the code to draw a cube map. It looks nice but it slows down my card. I only get 80FPS running this at 800x600. However I get 250FPS running my engine normally. I think that this is just a problem with the textures, a cube map has to sample 6 textures at once and the textures here are 512^2, I think at 256^2 or 128^2 resolution it would be much faster, and when a lot of the fragments are covered up by the game world (once I integrate the skybox into the game) it should be a lot faster than sampling 6 textures for the entire framebuffer. But it looks quite nice and I should be able to integrate this into my rendering engine in time for demo day.
>>16752729
>On a side note, what do you guys think about the Ooblets shitshow?
I don't think that it's any different from people who only release their games on Steam (because after all, the Epic store is not really any better or worse than Steam), except because the Epic store is stigmatized, more people understand that they are losing something when a game is attached to this DRM platform. In that way it's better (for them at least) that they get some garunteed money that way. The real losers here are the people who support DRM platforms and don't just pirate locked down games. Now that there is competition, they're getting fucked by two companies instead of one. But I don't really care that those people are having a hard time. In fact I hope that their situation gets worse so that they stop supporting those DRM platforms and turn to piracy out of convenience or whatever.
I wouldn't take such an offer because I don't want to support DRM platforms like that by locking my game onto one. But I would still release my game (not exclusively) on DRM platforms like Steam and Epic just to make more money…
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▶ Anonymous 08/03/19 (Sat) 09:07:14 cc33fd (36) No. 16753594
>>16750999
well they kind of work
i still need to get the boat to serialize it's progress but otherwise it should be fine
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▶ Anonymous 08/03/19 (Sat) 09:18:32 172d23 (42) No. 16753619 >>16754103
>>16752729
At some point or another, vector images still get rasterized into pixels before they're drawn. Using it instead of pixelart is just a bandaid solution in my opinion. The best option may be to make high res prerendered images, like how Factorio does, depending on what your goals are
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▶ Anonymous 08/03/19 (Sat) 12:50:17 cc33fd (36) No. 16753972 >>16753973
YouTube embed. Click thumbnail to play. i made the carriages work entirely like the regular pawns so they can get spawned in different levels, at this point they're just a simplified version of them
they enter a level the same way as a pawn would, except that they also make all their children pawns enter the new level
and the carriage serialization works too, so i'd say they're totally complete
example of fully functional boat that moves between two levels
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▶ Anonymous 08/03/19 (Sat) 12:50:32 cc33fd (36) No. 16753973
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▶ Anonymous 08/03/19 (Sat) 14:24:59 f22581 (6) No. 16754103
>>16753619
You just said the most ass-backwards thing I've heard in a long time. High res pre-renders are a band-aid solution that will eventually fail to scale, vectors can scale infinitely. They don't get rasterized before they're drawn, only as they're drawn
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▶ Anonymous 08/03/19 (Sat) 15:36:31 cc33fd (36) No. 16754203
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▶ Anonymous 08/03/19 (Sat) 16:25:30 097f8f (3) No. 16754297 >>16754299 >>16754470 >>16754725
>6 textures
Is there a reason why they wouldn't fit on a single texture? low end cards can support a 1024^2 texture, so you can fit 4 512^2 on it I think.
People stick with steam because of various reasons, maybe it's achievements, their friends, having a centralized place, better sales… If I'd chose one reason, it'll be convenience. I hate to have multiple accounts, and I hate to install one app per platform for every service, I get overwhelmed easily. (I never had twitter, instagram, and heck, no steam either *because I pirate what I can run*). I don't think Epic will win in the long run, Discord tried to take a shot then bailed out.
I feel that there's a high level strategy you can pull off to exploit those big companies. Epic is investing money to compete with steam, but it can only force exclusivity on PC. I'm not sure about the exact details of the contract, but if your goal is to support another project, or focus on all other platforms except PC, then there's something to be said about this.
Obviously the market changed with the years, direct sales are not the only thing to aim for anymore. Like, you can have people pay decent amount of cash to view some exclusive devlogs, or have their own NPC/boss in your game, some people just have extra money that they want to throw out and isn't possible with just buying the game.
Ooblets devs fucked themselves over for going against people. But imagine this situation instead, you push your game on Epic exclusively to avoid failing, then you set up patreon, youtube, and any social media platform, crying how being an indiedev is hard, that you "had" to do it to survive, you build a wide following, then you can snowball from there. Epic can't hold onto your game for too long, and any game you have will still give revenue even years later, you just have to chose which game to risk.
There was a postmortem blog post about a dev who would've survived if he sold 700 copies, his game was weird so he didn't make it, but after that post people bought his game to make him feel better. I guess people want to root for the little guys.
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▶ Anonymous 08/03/19 (Sat) 16:26:39 097f8f (3) No. 16754299
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▶ Anonymous 08/03/19 (Sat) 17:36:45 0ff741 (13) No. 16754470 >>16754725
>>16754297
It's because of sampling rules. You have to create the texture with a different sampling rule for each side of the cube map. So instead of everything being GL_TEXTURE_2D it's something like GL_TEXTURE_CUBE_MAP_POSITIVE_X and so on. Even if you had one "texture" the problem is that the card would still need to sample it 6 times to do the effect. It's just a lot of work to do I guess…
I have a new map that i'm working on for demo day, but i've run into a bug in my floodfill stage. It discards one of the subtrees of the BSP and so the map gets cut in half when compiling. It's such a bother that these components break down… but I guess eventually they won't anymore. Hopefully I can show off cool things for demo day.. although I am unsure if I will be able to fix up the Linux version in time. I might have some trouble related to that..
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▶ Anonymous 08/03/19 (Sat) 19:02:34 208b77 (16) No. 16754725 >>16754764
>>16752729
>On a side note, what do you guys think about the Ooblets shitshow? Would you sell your soul to Epic just so that you are guaranteed a minimum profit? it feels like a good strategy to exploit them to kickstart your first project, then actually use the money on another project that wouldn't be exclusive.
Getting free money from Epic is quite nice, and I would gladly accept an early retirement.
What pisses people off though is breaking promises. Ooblets has a Steam store page, so why the fuck is it becoming an Epic store exclusive? Why is Valve even allowing developers to advertise their game on Steam whilst refusing to sell it on their platform?
What's worse, developers sometimes try to talk it right in a condescending way. Reading the Ooblets blog post, it is no surprise people are mad at them. Telling people they "haven't thought it through" in response to exclusivity being anti-consumer is really stupid. The consumers lose out on choice of store, so it is in their disadvantage. Everybody can see that. Pretending to be the one that did "think it through" doesn't mean people will believe you.
>>16754297
>>16754470
>Is there a reason why they wouldn't fit on a single texture?
A cubemap texture is technically a single texture that has 6 layers. (And a cubemap array texture has 6*n layers.)
However, it enjoys a bit of legacy. As sigmadev mentioned, you upload the texture per-layer, rather than shoving in the entire thing through glTexImage3D.
I don't think cubemaps actually result in 6x sampling though, as without GL_TEXTURE_CUBE_MAP_SEAMLESS the individual faces actually repeat into themselves, rather than blending seamlessly into adjacent faces. In addition, emulation of that feature only requires a maximum of 3 faces being sampled.
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▶ Anonymous 08/03/19 (Sat) 19:18:27 0ff741 (13) No. 16754764 >>16754981
>>16754725
The reason i'm saying that is because the material from Nvidia that i'm reading about it seems to imply this:
https://www.nvidia.com/object/cube_map_ogl_tutorial.html
Conceptually , cube map texturing is more straightforward than using the warped sphere map or dual paraboloid map approaches , but cube map texturing requires the special ability to access six texture images at once . This requires more sophisticated texturing hardware . While cube map texturing is more complex than conventional texture mapping , the rapid pace of semiconductor miniaturization has made single - chip implementations of hardware cube map texturing a reality today for consumer PCs . NVIDIA 's GeForce 256 GPU is the first commercial consumer GPU to support cube map texturing.
Possibly this is talking about the ability to draw the cube map in one render pass, which would require 6x sampling? It's true that the cube map only really needs to sample 3 faces at once for each pixel, but then you would need to use multiple rendering passes and rebind textures just to draw it.
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▶ Anonymous 08/03/19 (Sat) 20:40:18 208b77 (16) No. 16754981 >>16757199
>>16754764
You're confusing with "ability to access" with "sample". Just because a shader can access a texture, doesn't mean it samples it. This distinction is important as you can sample the same texture multiple times, or not at all. It's true that cubemap sampling needs the ability to access 6 images within the same cubemap texture, but without the seamless cubemap feature enabled, it only needs to sample one of them. With, only up to 3.
That said, with the rules regarding dynamic uniform expressions and texture sampling, I can totally see ancient graphics card implementing cubemap sampling by sampling all 6 faces and discarding the unneeded samples.
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▶ Anonymous 08/04/19 (Sun) 00:38:20 172d23 (42) No. 16755745
>Less than a week until demo day
>Only have 2 days off to work on it
>Some ebin /pol/ memelord shoots up a Walmart in Texas and posts about it
>Very real possibility that governments will censor and try to bring down 8ch for being a den of evil right-win evil Nazi nationalists (again)
>Might get democucked
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▶ Anonymous 08/04/19 (Sun) 15:18:43 0ff741 (13) No. 16757199
>>16754981
That makes sense… and yeah, i'm being pretty messy with the terminology. The GeForce 256 can only sample 4 textures at once per render pass apparently so this all checks out.
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▶ Anonymous 08/04/19 (Sun) 17:23:05 fdbdb7 (1) No. 16757476
Is it possible to copy a collision shape from a tilemap in Godot? Say I have a few tiles with the same shape, can I just move the collisions from one to the other, or do I have to redraw them manually each time? Even better would be if I could rotate the collision shape.
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▶ Anonymous 08/04/19 (Sun) 22:33:01 0e9ec1 (1) No. 16758829
Whelp, I think I'm going full retard. I just hate how the bindings works for csfml, it generates 3 layers of indirection and everything has error checking for each layer it's ridiculous. I'll reimplement the graphic features of sfml in Nim to avoid that spaghetti.
On a side note, figuring out how Dragonbones handled animation was fun, apparently they insert empty frames with duration, the weird thing is that duration means the number of frames instead of precise time. I'm sure there are better ways to handle frames.
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▶ Anonymous 08/05/19 (Mon) 03:47:46 172d23 (42) No. 16760792
>Demo day is four (4) days away
>Site could very likely die
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▶ Anonymous 08/05/19 (Mon) 03:49:09 c1fd23 (1) No. 16760807
Since 8chan might go down for who knows how long very soon, I made a bunker thread on another imageboard so we can regroup and figure things out.
https://chen2.org/v/1018974
https://chen2.org/v/1018974
https://chen2.org/v/1018974
https://chen2.org/v/1018974
https://chen2.org/v/1018974
GET IN HERE BEFORE IT'S TOO LATE
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▶ Anonymous 08/05/19 (Mon) 03:51:58 e3b16b (7) No. 16760833 >>16761779 >>16763150
So if the site dies will we migrate to 08chan or merge with 4/agdg/?
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▶ Anonymous 08/05/19 (Mon) 06:44:05 208b77 (16) No. 16761779
>put in a whole bunch of work to prepare for demo day
>8chan might be ddos'd to shit or have no functional replacement
fuck
>>16760833
>moving to cuckchan
>ever
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▶ Anonymous 11/04/19 (Mon) 23:28:15 e2929c (1) No. 16762466 >>16762831
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▶ Anonymous 11/13/19 (Wed) 17:27:15 6c52d6 (1) No. 16762831
>>16762466
Kept you waiting, huh?
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▶ Anonymous 11/17/19 (Sun) 15:45:24 f5b3a3 (3) No. 16763150
>>16760833
>ever considering back to halfchan
No. Just no.
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▶ Anonymous 11/18/19 (Mon) 06:26:38 f5b3a3 (3) No. 16763284 >>16763322
>went down just before 8/8 demo day
>finally seemingly back shortly after 11/11 demo day
So, did any of you faggots make progress without finding vch.moe to post it on?
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▶ Anonymous 11/18/19 (Mon) 08:06:56 f5b3a3 (3) No. 16763322
>>16763284
I'm in the process of writing ACS script to display the ammo type because STBARINFO fucking blows for this shit. I have to add also support for the quad machine gun, and making new ammo types for pepperpot as it should fire different projectile then the main cannon. I'm currently figuring out how to display upgraded ammo types as I need a different approach for that as the player keeps all of the upgrade tokens while for the ammo types only one token item per weapon is used.
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▶ Anonymous 11/21/19 (Thu) 08:21:52 5ba63a (1) No. 16763724
Hey nodevs, I need help from an Ideas Guy. My new project is a hacking game. As in, desktop simulator. What sort of hacking puzzles can I present that are fun and realistic-is?
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▶ Anonymous 11/21/19 (Thu) 20:24:22 000000 (1) No. 16763797
FUCK IT
>have story for game all fleshed out
>know in my head how I want it to play, how it will look like
>artist I brought on quit
>seeing everyone's mediocre games (undertale) get famous (sans in smash) has filled me with jealousy
>going to use said jealousy to fuel my own game
i'm staying up all night working on sprites, wish me luck
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