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

File: f197731745c07b0⋯.png (12.62 KB, 400x400, 1:1, AGDG.png)

File: 645da08e8769d7a⋯.mp4 (2.14 MB, 1280x720, 16:9, aggy_daggy.mp4)

425e7a  No.16766001[Last 50 Posts]

Home sweet home edition.

Resources

> #8/agdg/ via irc.rizon.net

> Dev resources: http://8agdg.wikidot.com/resources

Links

> Wiki: http://8agdg.wikidot.com/

> Previous thread: tears in rain

Announcements

> There's no /agdg/ board yet.

< Redtext is back

I've lost my /agdg/ logo and metamedia collection. Please post what you got.

____________________________
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d74ecb  No.16766299

File: dd82c21e78767a2⋯.webm (1007.18 KB, 600x600, 1:1, 2019-11-30 01-39-25.webm)

>Thots speaking the holy words

I will never forgive them.

I'm working on cooking. Also recorded some foley sound effects. I worked on getting stuff working in keyboard mode aside from VR. Don't spill the grain.

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b9f53d  No.16766369

File: 9daf1a6736308c6⋯.jpg (38.26 KB, 570x539, 570:539, i am sad.jpg)

I've wanted to learn how to 3D model for at least six years now, but every time I start up Blender I feel like I've been assaulted by a design created by a team of autistic children, why is it so fucking intuitive? The only thing I've ever modeled was an MDE logo and even that was torture.

Anons, how do I overcome this?

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b9f53d  No.16766371

>>16766369

*unintuitive

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48369a  No.16766407

>>16766369

I want to do the same. I've heard that the best way to learn to model is unironically trace shit from movies.

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1f4de1  No.16766414

>>16766369

Blender is easy as fuck to use, you are the one with autism.

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b9f53d  No.16766417

>>16766407

"Tracing" models isn't the same tracing art. You have to built the model yourself, you still have to have a baseline skill for how to model.

But my problem isn't even the modeling, it's Blender's fuckugly layout. I usually learn how to use programs by experimentation, I've never seen a single tutorial for After Effects or Photoshop but I can still use both well.

Trying that with Blender leads me to hours of not knowing what the fuck I'm doing.

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1f4de1  No.16766421

>>16766417

What specific things are you having trouble with? Blender is very easy to use, especially with 2.8 which moves a bunch of functions into easily accessible buttons and widgets.

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b9f53d  No.16766434

>>16766421

Doing anything, really. Trying to apply textures, trying setup camera angels, and so on.

Granted, I haven't used Blender since February so I've never tried that update. Things might be better now.

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1f4de1  No.16766449

>>16766434

All that stuff is easy, all that stuff was easy with the last version, there isn't anything really complex about setting up the camera, you place the camera in the scene and then you point it at what you want it to capture, you assign a texture by creating a material under the materials tab and then setting the material to use nodes, which is a button right under the material and then you plug a texture node into the principled shader node under color, this is how you do it in 2.8, there was another method that wasn't as powerful and was more tedious in earlier versions, but still easy, you would go to the textures tab and link a texture and then assign the method you would like to map it. Of course something like mapping based off of UVs is a bit more complex since you need to generate or create the UV map for applying the texture. All of this stuff is easily accessible via Youtube tutorials, or the Blender manual, where they will give you a far more detailed description complete with pictures and or videos.

You will probably find things a lot easier with the new version of Blender, there are buttons now on the left that control basic things that even basic users use hotkey shortcuts for, things like rotating, scaling, moving

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05b084  No.16766543

>>16766369

>Anons, how do I overcome this?

get gud

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21a564  No.16766595

Can someone explain to me the origin of that webm?

Who the hell would make that?

Unless /agdg/ and "just like make game" are more widespread than I thought.

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04630e  No.16766619

>>16766595

>what is testimonial services

>what is /vg/ /agdg/ threads

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82dc3b  No.16766655

File: fdc1adb19c76770⋯.png (170.73 KB, 589x675, 589:675, yandere dev code.png)

File: d26f60940922043⋯.png (135.34 KB, 828x801, 92:89, yandere code.png)

I want to learn how to code, do I learn C++ or learn an easier language first? I don't want to end up like yanderefag

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b9f53d  No.16766658

>>16766655

The funniest thing about yandev's code is how you don't even have to be a programmer to know it's shit.

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b058c9  No.16766681

>>16766655

>do I learn C++ or learn an easier language first?

It doesn't matter what language you use.

I think the question you need to answer is "what tools do I want to use?". Are you going to use an existing engine like Unreal or Unity? Then you need to learn a language that works with those. Are you going to enter eternal enginedev? Look into what libraries you want to use and what language features you want.

That said, C++ is incredibly feature-bloated and complex. For the sake of easing the learning curve, I highly recommend taking a simpler language and moving on from there. Languages are generally similar, but if you google an example of how to do something in C++ you often get code that can't fit into your specific case because of underlying language implementation rules that you as a beginner know nothing about.

>I don't want to end up like yanderefag

The point of programming is to make the computer do calculations for you. If you're rewriting the same code 50 times then you're missing the point of programming.

Actually getting good at software development takes a lot of experience. There's a lot of factors that come into writing good code. Readability for other users, complexity of your approach to a problem, how elegantly it handles edge-cases, how adaptable it is to something else and how easy it is for a compiler to understand and optimize are all major factors that are generally more valuable than just raw performance.

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e4e603  No.16766696

File: e0e96f0f1462d02⋯.jpg (32.88 KB, 321x400, 321:400, cpp_holy_book.jpg)

File: 6baa8f4b7e0ef78⋯.jpg (89.46 KB, 437x354, 437:354, game_programming_patterns.jpg)

>>16766655

The hard approach but probably the most effective is to read Programming Principles and Practice using C++. Make sure to do all exercises and never give up. Once your done with it you'll be very confortable with C++ and you'll be able to start working on whatever you want, whether that's a game engine made by yourself or advanced UE4 shenanigans.

After that I highly recommend reading Game Programming Patterns, it gives you a pretty good idea on how to design systems for games and how to make different systems communicate with each others. After this the world is your oyster and even if you get tired of game development, the skills you've built at this point are solid and you'll be considered a decent programmer. Probably

This is just my opion and any language is fine as longs as you can take good use of it, e.g. if you want to use Unity you'll probably want to learn C# instead of C++, but this should be good enough to get you on the right foot. If you want a more meme/complete study path you can always follow the flowchart some chink did on github https://github.com/miloyip/game-programmer just don't take it too seriously. I tried to put the image here but 8kunt keeps telling me my files are too big

Just keep in mind that learning a new skill take an insane amount of time and effort so please do make sure to never give up or become lazy. Good luck

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1bf3a8  No.16766865

File: 2825b00906db726⋯.jpg (16.97 KB, 236x309, 236:309, blaming the architecture.jpg)

I have reached a new level of nodevvery: Instead of enginedevving like a regular anon who procrastinates by working too hard I am now spending my time setting up a nicer work environment and learning to work with ZSH and Vim.

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425e7a  No.16766902

>>16766001

>I've lost my /agdg/ logo and metamedia collection. Please post what you got.

I meant this, please post your logos and related aggy material.

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e8dc3b  No.16766915

File: 1f8d1e270b0b2a1⋯.png (2.19 MB, 1920x1080, 16:9, banner 1.png)

File: 1a929bb2cf5650d⋯.png (1.92 MB, 1920x1080, 16:9, banner 2.png)

So, ironically enough, around the time 8chan bit the dust, I started developing my game. I was very excited to share it here, but alas, I can only do it till now, just in time for version 0.2.

It's a simple Visual Novel inspired by a lot of shit like Hoshizora no Memoria, Yume Miru Kusuri and Imouto Paradise. Hope you faggots like it:

https://mega.nz/#F!0dt01SKR!r5TuTMcYfA1woIdH6JGYcA

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1bf3a8  No.16766918

File: 4c21d95fd7cb93b⋯.png (11.71 KB, 419x415, 419:415, asciilogo.png)

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

File: 5e03b9e39520c5b⋯.png (48.06 KB, 924x918, 154:153, toned_white@3x.png)

File: eefe65c6b338299⋯.png (469.01 KB, 800x600, 4:3, code monkey wireframes.png)

File: fdd991307f978e4⋯.jpg (53.58 KB, 484x484, 1:1, sick games in progress.jpg)

>>16766902

There's a bunch on the thread template page on the wiki, though maybe we should make a dedicated page for it.

Posting a bit of stuff that isn't on there.

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1bf3a8  No.16766928

File: 05807eacae74613⋯.png (835.2 KB, 661x544, 661:544, AFCF.png)

File: ecdf12d0d177e68⋯.png (26.51 KB, 300x100, 3:1, duck banner.png)

File: f99632b62937295⋯.png (354.06 KB, 681x337, 681:337, f567eb8932072453d520b37e5d….png)

File: 4ead23589b5d741⋯.jpg (45.03 KB, 640x451, 640:451, how it feels to engine dev.jpg)

File: 93e225e26544513⋯.png (1.13 MB, 912x1570, 456:785, white doggo of no progress.png)

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21a564  No.16766935

File: b852fc10426c68d⋯.jpg (167.9 KB, 650x1053, 50:81, 1471705745973.jpg)

>>16766915

I don't know what this is, but I'll give it a try.

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1bf3a8  No.16766936

File: 77b634deb6cb9df⋯.mp4 (1.26 MB, 1280x720, 16:9, GetToWork.mp4)

File: 8cc812c37ffcd60⋯.webm (1.13 MB, 720x480, 3:2, ideaguy.webm)

File: 1aba8dcb841a30a⋯.webm (2.23 MB, 640x360, 16:9, jlmg.webm)

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1bf3a8  No.16766940

File: 11e464f2e062c2d⋯.mp4 (365.29 KB, 640x360, 16:9, AGDG.mp4)

File: b315280aa97d208⋯.webm (2.05 MB, 486x358, 243:179, agdg.webm)

File: 015126d36337749⋯.webm (1.88 MB, 1106x486, 553:243, inspect cookinganons code.webm)

File: 98592a806279bbd⋯.webm (854.33 KB, 320x236, 80:59, modern_software_dev.webm)

File: a52d7b0978f0058⋯.mp4 (2.02 MB, 1280x720, 16:9, Programmer Anthem.mp4)

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e8dc3b  No.16766947

File: cb8514bc02febc7⋯.png (Spoiler Image, 886.57 KB, 1920x1080, 16:9, ass select.png)

File: f0ece17d966772d⋯.png (Spoiler Image, 1.87 MB, 1920x1080, 16:9, CharaStudio-2019-11-30-03-….png)

>>16766935

As I said, just a simple visual novel that gets lewd, anon. I hope you like it.

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423adc  No.16767023

File: b4edf4426e632a8⋯.png (275.3 KB, 2184x1380, 182:115, Screen Shot 2019-11-30 at ….png)

Not much of a progress. I'm just was happy to get home. And don't wan't to shitpost. Working on selection system for godot.

> It can draw red selection rectangle based on grid.

Took me longer than I'm willing to admit.

>>16766947

How have you made those models, anon?

And what do you use as an engine?

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e8dc3b  No.16767032

File: 66f092c88b179bf⋯.png (65.72 KB, 350x570, 35:57, Charlotte_Happy.png)

File: 92315a10bad4dd4⋯.jpeg (9.85 KB, 228x540, 19:45, 408305_WhatsApp_Image_201….jpeg)

File: c5e9a25f5648173⋯.jpeg (11.98 KB, 500x1000, 1:2, 408307_WhatsApp_Image_201….jpeg)

>>16767023

I'm ashamed but Koikatsu and Ren'py.

I originally wanted to have actual art, but I'm no artist, and art is expensive and I don't have that kind of money to invest, so I had to work with what I had.

I mostly wanted to test the waters with a visual novel like "Make Love not Waagh", but it ended being longer than expected, but I'm quite happy with how things are turned out.

Also, not like ren'py is the only shit I know how to use, I'm also developing a lewd metroidvania game, which will most likely be my magnum opus, but I do need money to fund it, specially the art, something like future fragments would be amazing.

Pic one is an artist that was willing to help me but… Well, he got busy. Second and third pic are concepts for the metroidvania game.

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e8dc3b  No.16767036

File: 42ecb0dd2c1cca7⋯.png (166.11 KB, 1689x759, 563:253, ClipboardImage.png)

>>16767032

>Also, not like ren'py is the only shit I know how to use, I'm also developing a lewd metroidvania game

And I forgot to mention I'm using Godot. I was helping some guys who were trying to make a port of FOBS to Godot, so I got interest and wanted to develop my own metroidvania style game. And obviously only lacking the art, sadly. Even music I can do myself.

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05b084  No.16767044

File: f2354b55331bca6⋯.png (1.39 MB, 1903x896, 1903:896, sun.png)

This is starting to look nice

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423adc  No.16767047

>>16767032

>Ren'py and Koikatsu

As long you "Just like making a game"(tm) it's OK. I'll play you game, in a few days.

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e8dc3b  No.16767057

File: 9e2370b357b9134⋯.gif (891.12 KB, 500x227, 500:227, 9e2370b357b91346419e762982….gif)

>>16767047

I actually have a Patreon and a SubscribeStar. The reason is because I need funding for the later game I'm talking about. Although it would be nice to live out of it but that's not the reason why I do it. As long as I can get enough to pay for art, that should be it, but currently, I'm at 0$, but that's ok.

Still, I'm taking my time while I develop to learn 2D drawing and how to make models on Blender.

Also, I don't like shilling, so I'll just post an update of the game every end of the month and nothing more, I'm against posting other links to those here, not even Itch.io.

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d6f83e  No.16767068

>>16766407

>>16766369

>>16766417

It's designed that way so that there are multiple solutions to solve a problem. If you're struggling, then there are better solutions you can find.

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425e7a  No.16767098

>>16766918

>>16766928

>>16766936

>>16766940

>There's a bunch on the thread template page on the wiki

Yes I'm aware, but there's a ton more material in anons' HDD's that I'm trying to compile. I want to upload it somewhere. Thank you for posting that.

Anons, please post your agdg logos or related material.

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6abb45  No.16768400

File: a6430cbbece859d⋯.jpg (83.17 KB, 720x709, 720:709, a6430cbbece859d0b09bbcbd12….jpg)

I work a burnout churn-out type job, which is leaving me with too little energy to do /agdg/ shit or anything in life really. I am trying to decide whether or not to find a new one, suck it up or fuck it and go all out on game deving.

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423adc  No.16768436

>>16767098

https://vch.moe/v/res/135927.html Here is last thread, btw. We also had bunker demo day.

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425e7a  No.16768489

>>16768436

I know, I was around.

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b0e319  No.16768547

File: 52bf8c2c8d0de79⋯.jpg (198.13 KB, 1065x864, 355:288, jontron feel old yet.jpg)

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05b084  No.16768549

>>16768400

Save up money and the quit the job to gamedev and then sell game to fund even more gamedev

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000000  No.16768561

>>16766655

i will repost what someone on cuckchan told me years ago, i'd post the screencap but i'm never touching the clearnet site.

basically you start with HTML and CSS since those aren't coding per se but they give you an idea of what you'll be going in to and if you want to go further. then go for javascript because even though it's a shit language everything uses it, even backends, so you really have no choice. from here you can decide if you want to stop and stay with what you know or go even further with the "real" languages. if you go further, python is an absolute requirement, it's a step above javascript in terms of difficulty and usability and many programs/websites use it in some capacity. after that it's really up to you, you can go with the high-level languages now that you have a basic understanding for what to do.

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000000  No.16768562

>>16766655

i will repost what someone on cuckchan told me years ago, i'd post the screencap but i'm never touching the clearnet site.

basically you start with HTML and CSS since those aren't coding per se but they give you an idea of what you'll be going in to and if you want to go further. then go for javascript because even though it's a shit language everything uses it, even backends, so you really have no choice. from here you can decide if you want to stop and stay with what you know or go even further with the "real" languages. if you go further, python is an absolute requirement, it's a step above javascript in terms of difficulty and usability and many programs/websites use it in some capacity. after that it's really up to you, you can go with the high-level languages now that you have a basic understanding for what to do.

>flood detectd. post discarded.

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000000  No.16768565

>>16766655

i will repost what someone on cuckchan told me years ago, i'd post the screencap but i'm never touching the clearnet site.

basically you start with HTML and CSS since those aren't coding per se but they give you an idea of what you'll be going in to and if you want to go further. then go for javascript because even though it's a shit language everything uses it, even backends, so you really have no choice. from here you can decide if you want to stop and stay with what you know or go even further with the "real" languages. if you go further, python is an absolute requirement, it's a step above javascript in terms of difficulty and usability and many programs/websites use it in some capacity. after that it's really up to you, you can go with the high-level languages now that you have a basic understanding for what to do.

>flood detected. post discarded.

>>16766928

DOWN BOY

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16c467  No.16768568

>>16768561

>learn html first

I'm gonna call you a tornigger because that's terrible advice.

Any C variant is a good starting point. In my opinion, C itself is too low level to be useful in gamedev directly, but is useful in eg optimized libraries or simple games, and is foundational for all other languages. Most people end up using either C++ or C#. Python is a good beginner language too, but again better for scripting or simple games.

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000000  No.16768571

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425e7a  No.16768606

>>16768561

HTML+CSS for learning to code is bad advice. Better to just go for C# from the start. There's plenty of tutorials online and you can actually build a gamedev career on it.

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425e7a  No.16768607

>>16768606

And someday you can jump into C/C++.

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05b084  No.16768636

>>16768565

>>16768561

>>16768562

>python is an absolute requirement

Anything that uses formatting for program flow is absolute trash and must be avoided at all costs. No wonder this shitty opinion came from 4cucks

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e61062  No.16768647

>>16768636

That post has so many things wrong and you attack that of all things?! It means you at least get some degree of consistency in how the code is written even across projects. Besides that Python is a fantastic language for just getting things done in.

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bdb4d6  No.16768695

File: 7c82c33bdf686d2⋯.webm (5.1 MB, 320x240, 4:3, vivendi-demo-audio.webm)

Hey guys, I haven't really posted my work before but I've got some neat stuff to show now. I wanted to have something for the demo thread, but I'll guess I'll post a progress report instead.

I don't really feel like describing the whole thing right now, but you can get a better idea from the video. I finally got around to writing an audio/video capture plugin, so now I can share something with decent quality. I know this isn't exactly a game or an engine, but this week I want to port some pong/tetris type stuff into the system. I'll try to better explain how it works and why I'm making it as I go.

I had some issues with yuv420p chromasubsampling fucking my pixel shit up. Encoding rgb webm crf 0 seems to look alright, but I haven't tested these settings outside of my linux box. Going to check on windows later and re-encode if there are problems.

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05b084  No.16768819

File: f6bf430b6088930⋯.png (1.45 MB, 1916x904, 479:226, night.png)

Nighttime

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425e7a  No.16768938

>>16768647

>Python is a fantastic language for just getting things done in.

That's only true because there's libraries for everything. It's a self-fulfilling prophecy and not anything that's intrinsic to python.

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05b084  No.16768949

>>16768938

So it's like java in the library department?

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57ce9e  No.16769134

File: 0fce5b3887ef664⋯.webm (1.99 MB, 1246x726, 623:363, progress14.webm)

File: 417d15e46683ab5⋯.webm (3.55 MB, 1246x726, 623:363, progress13_1.webm)

Around 2/5 done with my game.

I started it a little bit after 8ch got taken offline.

Here is some webm I made originally for the other shitsite.

Tell me if it is shit or not

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425e7a  No.16769265

>>16769134

That looks competent. If you're going to sell it, remember to have some excuse ready for the non activated windows.

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546634  No.16769275

>>16768636

At least its better than C weenie shit.

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c7327b  No.16769889

Are we allowed to post demos here? I have something ready to show, but it wasn't ready in time for the demo day.

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1bf3a8  No.16769898

>>16769889

It won't get as much exposure to non-/agdg/ anons, but I don't see why anyone would have a problem with you posting a demo now.

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425e7a  No.16770173

>>16769889

Anons celebrate progress posting. Put your demo up.

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c7327b  No.16770336

>>16769898

>>16770173

There's one or two more things I want to fix, and then I'll post it later today/tomorrow.

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50a204  No.16770349

For some reason, I have a regular schedule going into the holidays, so I might be able to get some good progress done, assuming I don't just reimplement everything I have again

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c7327b  No.16770592

File: fdc9fd6f01a3c17⋯.png (1.52 MB, 1920x1080, 16:9, Space shooter 1.png)

>>16770336

And here it is.

http://www.mediafire.com/file/ayenyxvbm4m8p4x/SpaceHarvestGame_2019-12-2_local.zip/file

Player/Enemy/Asteroid sprites and music are placeholders, obviously.

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5bdd08  No.16770597

File: c3f28394240d4e5⋯.png (852.64 KB, 1152x733, 1152:733, demo macht frei.png)

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bdb4d6  No.16770605

File: 0a22a3eadae293d⋯.webm (582.18 KB, 1152x720, 8:5, pong.webm)

>>16768695

>day 1

Today I ported a simple pong game to demonstrate blitting and framebuffer/spritesheet manipulation. However, I just realized my video capture plugin only works on raw framebuffer video, not sprites. Fortunately OBS exists, but I'll have to settle for slightly blurry video capture.

Of course pong is nothing special, but the neat thing is how the paddle/ball sprites work. It is possible to draw arbitrary things and then reupload changes to vram, which is what is happening with the paddles and ball in this example. Tomorrow I'll use this to generate some block sprites for a tetris game.

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05b084  No.16770623

>>16770605

>>16768695

I remember when the engine war discussions would eventually go to "WHY DON'T YOU MAKE YOUR OWN OS LOL"

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bdb4d6  No.16770737

>>16770623

Yeah I basically fell for the meme.

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9fc046  No.16771346

>>16766001

>> There's no /agdg/ board yet.

GUESS WHAT

>>>/agdg/

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227686  No.16771347

File: c437b87c7f973e9⋯.gif (424.56 KB, 150x150, 1:1, 9DQWMfUn7d.gif)

>>16766001

Pawns now use Transforms and Quaternions, based on euler rotation degrees values set by player input. My method is bugged but can be tested without throwing errors now. Note for Godot users: trying to use Quat().set_euler( Vector3( X) ) will return void but changes the Quat's rotation_degrees value(s).

Clicking a post number on mobile refreshes the page. I hope this is fixed soon. Shout out to Shodanon for pointing me here, couldn't find the full url anywhere.

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05b084  No.16771396

File: 98cc5cb9b15eb67⋯.png (128.02 KB, 356x438, 178:219, spurdo.png)

>>16770597

stop finland

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78e459  No.16771886

File: d569dc784ec78dd⋯.webm (1.81 MB, 1152x720, 8:5, tetris.webm)

>>16770605

>day 2

Not so different from yesterday, but tetris is now in the game suite. Thought I'd use this to make a more realistic example of why you might want to generate a sprite-sheet programmatically. I'll also post some code, if the formatting doesn't get fucked up.

So what's going on with the block tiles? Vivendi has a couple of control flow macros that let you retarget the drawing context. You can use PUSH_FRAMEBUFFER(fb){/*code*/} to set a new framebuffer/spritesheet, which will last for the duration of the code block, after which, it pops off the stack. Likewise, PUSH_FRAME(cmd, arg0 … argn){} allows you to partition the existing framebuffer. As an example, PUSH_FRAME(SET_XYWH, x,y,w,h) pushes a new coordinate frame, such that set_pixel(1,1) behaves like set_pixel(x+1,y+1). These macros can be nested, so it's possible to do fairly sophisticated layouts with these macros.

PUSH_FRAME and PUSH_FRAMEBUFFER are bit too similar for my taste. I want to choose a better name but simply haven't gotten around to it yet.

This is what gets called at init time, to render the tetris block spritesheet: https://pastebin.com/rWm4ibXB

Not sure if code blocks work on /v/

 
TEST

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78e459  No.16771896

>>16771886

also, unfortunately it seems OBS seems to be translating colors from RGB to BGR for some dumb reason, so the block colors are have blue and red swapped.

>>16771346

Are we just going to let this thread die and migrate to /agdg/ then? I don't remember whether there was an active agdg thread on /v/ before the 8ch went offline.

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05b084  No.16771907

>>16771896

>Are we just going to let this thread die and migrate to /agdg/ then?

/v/ always have an /agdg/ thread, which is to talk about everyone's projects in a single thread.

/agdg/ board is for making threads about your own game/project

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05b084  No.16771939

File: fbaad74ed5462ee⋯.webm (995.37 KB, 1684x904, 421:226, 2019-12-03 18-53-06.webm)

Save load system is working save :^) for anything GameObject related. There are plenty of things that needs to be rewritten on that department, but were my game pure ECS, save load would already be complete.

It should be done by the end of the week

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9fc046  No.16771944

>>16771896

>Are we just going to let this thread die and migrate to /agdg/ then?

both have their uses, the /v/ thread is for current discussion, the board is more permanent, with project-specific discussion and a place for resources.

>>16771896

>I don't remember whether there was an active agdg thread on /v/ before the 8ch went offline.

http://8agdg.wikidot.com/agdg/%20thread%20archive

I need to update the archive but it's always been livelier than the board and has always been going.

>>16768819

pls update your thread bros

>>16766918

the agdg board needs banners too! I've got nothing

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d74ecb  No.16772047

File: 720f4c4151c3706⋯.jpg (12.99 KB, 201x195, 67:65, 1327222642932.jpg)

>>16771346

Fucking 5 year old threads so old that I was still in college at the time. Holy shit it's a museum.

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8254f8  No.16772244

>>16772047

>anton&coolpecker thread

Fuck you weren't kidding

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3d1646  No.16772341

>>16772244

We're gonna have to rebuild every board, again.

This time while under seige from the genetic dud who built the site and now is a campaigner against free speech while the world tears it's self apart with revolutions that we're supposed to be helping.

We've entered the NG+ plot now.

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2d906f  No.16772351

>>16772341

Codename: Cripple """Christian""" Commie

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2d2e22  No.16772703

File: d01230729f93ffb⋯.mp4 (6.93 MB, 640x360, 16:9, sub1.mp4)

File: 3e8211d9ea96ee6⋯.png (1.03 MB, 1269x718, 1269:718, interior.PNG)

feels good to be back

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425e7a  No.16772708

>>16772703

Anon, are you making a superior Subnautica?

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423adc  No.16772744

File: 743a163327ee4d6⋯.webm (185 KB, 792x1274, 396:637, output.webm)

I have feeling like my project is perfect. Please bully. Ideas how to make my project fun would be highly appreciated.

>>16772703

>I'm amazed it works.

>It looks amazing for Quake 2 or even Quake 3.

I hope, anon, you can apply some fancy shaders and make eye candy from this impressive project.

>>16772703

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423adc  No.16772746

File: eaa4e6effb3505b⋯.webm (1.16 MB, 514x526, 257:263, output.webm)

>>16772744

Fuck, wrong WEBM and I can't delete it.

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05b084  No.16772781

>>16772746

nice tilemap editor?

Check Tiled https://www.mapeditor.org/

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9fc046  No.16773174

>>16772341

>We're gonna have to rebuild every board, again.

Well, I could delete all the old threads off /agdg/ but I think the

>>16772047

>museum

part is kinda charming. Though at the same time it makes it look ded as hell and might prevent people from posting

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c7327b  No.16773249

>>16770592

So did anyone actually play it?

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423adc  No.16773339

>>16772781

There are nice tile editors and I don't want to make another one. I want to make a game.

The friend of mine suggested Super Mario Maker. And that's cool idea. But it's kind of big. And I feel like it's possible to make a fun game with this mechanic alone.

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05b084  No.16773357

File: 136e1b10c6fdf73⋯.png (364.21 KB, 1000x650, 20:13, new title3.png)

What about this?

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9ec6c9  No.16773365

>>16773357

"Life" is kinda hard to read and at first glance I thought it was part of the fairy logo

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24f7f4  No.16773375

8ch Demo Day Fund

The purpose of this fund is to encourage anons to start or continue their game development. I will be donating up to 15 USD in Bitcoins to first 15 anons or team of anons, that will post their submission as part of the Demo Day.

Terms and Conditions

>Do not steal, abuse of misuse other anons work.

>You have to post your submission as part of the Demo Day on 8ch (8kun) in relevant thread on /agdg/ or /v/ (if the /agdg/ won't be up by then) or any /v/ bunker that will be set up by Mark in case of 8ch unavailability.

>Your submission must be posted in the time frame stated bellow. The first 15 submissions that meets these terms qualify and only one per anon or team.

>You have to include your Bitcoin address as part of your submission post or post it using the same ID as your submission post (second option is not applicable to TOR posters). I encourage you to make this address part of your personal web page/blog/game page/etc allowing other anons to send you anonymous donations.

>Your submission have to be executable on x86-64 PC running Windows 7 and 10, be at least basically playable, fun and original. Example of what does not qualify: Your first Tetris clone. If you made your submission on previous Demo Days, you need to show some progress.

>If you meet all of the conditions above, you qualify for 10 USD donation.

>If you include a build or binary that will be executable on x86-64 PC running GNU/Linux, you will get additional donation of 5 USD.

Payments will be made after the closure of Demo Day.

You will get Bitcoin equivalent of USD at the time of the payout.

Bitcoin wallet that will be used for this Fund: 37ryGA75rV94CijxMFQgZD2a9YnBF47on6

I will transfer the funds to it in the week preceding the Demo Day.

Time schedule:

Demo Day 02/02

Your submission must be posted starting 18:00:00 on 1. February UTC and ending 08:00:00 on 3. February UTC

Payments will be made after 19:00:00 on 3. Februrary UTC

I reserve the right not to send the donation, if there will be something fishy going on.

I reserve the right to modify these terms and conditions if needed.

These conditions and additional information are also available on http://53jplid4ymm5hpccpfr7ftiaksgttc2um5af2gcqic54edtmxb3vdlid.onion/

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9ec6c9  No.16773377

>>16773375

This is /agdg/ and by giving even $0.01 to someone, they are receiving compensation and are therefore no longer considered amateur, but professional.

I'm onto you, schlomo

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e8dc3b  No.16773383

>>16773375

Holy shit, sounds nice, will do. Shame VNs aren't video games.

>>16773377

I will finally eat after 2 months, anon.

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05b084  No.16773388

>>16773365

i will try to redo the faerie and give her legs, putting her centered in the background instead of on top of the text, might be better.

>>16773375

Thats kind anon, nice

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05b084  No.16773393

>>16773375

>x86-64 PC running Windows 7

>x86-64 PC running GNU/Linux

Well then, it's build and hope for me, I have no means to test that, considering my hardware have literally 0 HDD drivers for windows 7 and I get flashbacks of literally nothing working as intended in Linux on the first try, but with 15 USD on the line, I might get a bit more motivated.

Hopefully it's not too bothersome to set up virtual machines for those two, and they actually are precise enough to be considered a platform test, because as usual, things 'works in my machine'

>Bitcoin

How are the transfer fees nowadays? I remember the great crash of 3 dollar fees and didn't check since, but I remember something about lighting network quietly going live, so it should be nearly free, no?

>>16773377

Ironic shitposting is still ironic, the amateur in the name is there just to motivate and make us feel good by feeling like a underdog regardless of how accurate that is now or in the future, hold your autism

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24f7f4  No.16773398

>>16773383

I, for one, do consider VNs video games.

>>16773388

Keep the thanks after the demo day.

>>16773393

Transfer fees are low nowadays at least until some bubble comes by

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05b084  No.16773409

File: 8145481d4875e75⋯.png (385.48 KB, 1000x600, 5:3, new title4.png)

File: 6b72acda9d83b90⋯.png (146.98 KB, 500x600, 5:6, faerie.png)

I can't figure out a good color for the faerie, any suggestions? here the current title and the faerie

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e8dc3b  No.16773412

>>16773409

Although I don't like the first color, the blue would blend with the font.

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e8dc3b  No.16773414

>>16773409

>>16773412

Why not put the blue faerie to the right of the title?

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9ec6c9  No.16773417

File: 00ccaa06ebb20e5⋯.png (90.45 KB, 540x300, 9:5, ClipboardImage.png)

>>16773409

Why not just do what FF does, since it's an obvious homage to the titlescreen style?

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05b084  No.16773420

File: 763bc570aaba5ec⋯.png (456.71 KB, 1400x600, 7:3, new title5.png)

>>16773414

I wanted the faerie to form some kind of link between the texts, what about this one?

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05b084  No.16773421

>>16773417

This is what i was planning, but i want my title text to also be colorful instead of just the background image

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05b084  No.16773423

File: 14b20ac18adb81b⋯.png (372.08 KB, 1000x600, 5:3, new title5.png)

Oh i think i found the right color

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423adc  No.16773430

>>16773423

Man, your shapes are good. But fuck sake, those colours are dull. Maybe, use some pre made pallet like PICO-8. Or learn colour theory. https://medium.com/pixel-grimoire/how-to-start-making-pixel-art-6-a74f562a4056

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3ec89d  No.16773446

>>16773377

I'll pay you to fuck off. Will you be a professional fuck-off-er then?

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3ec89d  No.16773449

File: 243885647155093⋯.png (582.12 KB, 1366x1074, 683:537, ClipboardImage.png)

>>16773375

what about itchio donations? those support bitcoin

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9fc046  No.16773450

>>16773423

you guys have the vector version of the fairy image? there's too much aliasing going on

if not, send the image over and I'll try to do something with it

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425e7a  No.16773454

>>16773420

>>16773423

Your colors don't gel well. Look up palettes, like the old adobe kuler, or whatever it's called now.

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bdb4d6  No.16773457

File: 67aafab26bb4ee4⋯.webm (1018.37 KB, 1152x720, 8:5, invaders.webm)

File: 51d6227ed3f66b5⋯.webm (2.32 MB, 1152x720, 8:5, breakout-audio.webm)

>>16771886

can I post yet

>day 3

Decided to go with breakout today. Combined some of the code from tetris and pong for creating the sprites, but otherwise nothing new. Tomorrow I'll probably make a space invaders clone and get some more interesting stuff going with timers/events. I've been thinking about making a shmup, so it will be a good foundation for that.

However, I had a realization for how to rework the filesystem layer, so I will probably do that next week, and likely won't post much because it will be boring stuff. Once that's done I should be able to make a nice system for asset management and creation. Then maybe I'll create a thread on /agdg/ as the game starts to come together.

Sorry about the music but it's obligatory.

>day 4

I suspected the space invaders clone would be more challenging but it wasn't too bad. I did have to bring in some event handling code to get the bullets and enemies going though. Tomorrow I've got a simple Othello game to port so I'll probably do that and spruce this up a bit with better graphics and other stuff. And yeah the enemies kill each other at the moment lol.

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9ec6c9  No.16773458

File: 610dd84ff49f81a⋯.mp4 (5.48 MB, 1280x768, 5:3, 2019-12-05-1754-53.mp4)

Anyways, I spent the last few weeks retooling a bunch of my game's engine

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05b084  No.16773463

>>16773449

I see no reason to add a middleman

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0f0961  No.16773468

Shmup anon here.

Some work to do lately, but it should be fine now.

Mainly did few bug fixes, and prepared the particle management for the explosion effect I had in mind, did fiddle with it a bit but it's a bit difficult to actually test and adjust if it looks good without knowing exactly what I would need.

Currently checking if I can simulate how I have it in mind with blender and if it actually kind of look good, try to reproduce it in the engine.

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bdb4d6  No.16773476

>>16773249

Ah shit anon, I remember playing a game like this when I was back in middle school or something. Your game is a pretty good start, definitely needs more ship upgrade/shop stuff and bigger/fuller stages would be cool too. Also some keyboards have issues with holding space+up+left, you might want make z the default shoot button.

The game I'm thinking of had a really good system where the stage is giant, with all sorts of planets and asteroids and bounty hunter ships. My memory is pretty hazy but you could make money by collecting bounties or mining minerals from asteroids, and then go to shops to top up supplies and upgrade your ship with better armor, thrusters, weapons, and so on. You wouldn't happen to know what that game was would you? I've wanted to play it again for a while but haven't been able to find it.

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9ec6c9  No.16773484

File: 8ba2e6083beba1c⋯.png (465.29 KB, 1280x720, 16:9, ClipboardImage.png)

>>16773476

Don't suppose it was a shareware copy of Warpath 97?

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bdb4d6  No.16773500

YouTube embed. Click thumbnail to play.

>>16773484

>>16773249

Gameplay might be similar, but the graphics looked less 8bit/16bit and more low budget early 2000s game. Think speedy eggbery/blupi…

Oh I found it. It's Star Miner.

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000000  No.16773549

>>16772703

>Hello, Strelok. We've been watching you. I'm sure you have several questions. So go ahead and ask.

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c7327b  No.16773562

File: 9b6100c13264cd8⋯.png (1.16 MB, 1920x1080, 16:9, Space Shooter 4.png)

>>16773476

More weapons are definitely coming. I have around 15-20 planned, but I just did a few basic ones to start with.

As for the controls, I'm planning to have them be customizable in-game, but I still need to look into how to read/write .ini files in Game Maker. Once I do that, you'll be able to save the video settings, too.

Speaking of Game Maker, it's fucking ridiculous that pretty much every major commercial game that uses it is capped at 30/60FPS. The framerate is one of the easiest things to change. I have no idea how Toby Fox gets away with it.

>>16773500

The controls look similar. Mine's more like a straight arcade game, though.

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7d4d6c  No.16773582

File: f5fde9f40575b57⋯.png (109.43 KB, 658x901, 658:901, ClipboardImage.png)

Hi all, so glad to see agdg back.

Severely blackpilled atm b/c birthday is coming up and I'm not sure there's much to celebrate, apologies in advance.

I have spent the past several years writing a 3D engine from scratch in C/C++ and Vulkan.

The engine is mostly ready now for the kind of game(s) I would like to make.

(Except for the remaining 90% of work that crawls out of the wetworks when it comes time to actually finish a game and ship it?)

I want to actually get a game out next year, so I'm thinking that, to test the waters for starters, I'll make a micro-sized game using my engine in 1-3 months and release it somewhere…(itch.io?)

That ought to get me into working with game distribution platform(s), setting up communication channel(s) for engaging with players, etc. before I try to put anything bigger out there.

I could also make a video or two talking about my work, might be interesting for people to hear, win a few hearts over…?

There's a good chance it won't make it in time for demo day, but if I can just finally get a game out the door and make someone's day a little brighter with it, then maybe next year the thought of my birthday won't make me feel like ending myself.

Other than the part where I already spent the past several years being an enginefag, how does that plan sound…?

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eb6b17  No.16773637

>>16773582

Are you Red Sky anon?

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7d4d6c  No.16773639

>>16773637

No, but I vaguely remember Red Sky from when I was lurking back in 2016.

Looks like he actually completed his game, I have yet to ship anything…

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eb6b17  No.16773640

>>16773639

Yeah, he released his game but went straight back to working on his engine/level editor. Anyway, it's your birthday, do what makes you feel good, I promise you that if you release a demo and it works on my toaster, I'll play it and try to report as much bugs to you as I can.

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7d4d6c  No.16773643

>>16773640

Feels like the nicest thing I've heard in awhile, thank you…

Hopefully it will run on your toaster, it shouldn't be too taxing on the CPU or GPU for a 3D game.

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eb6b17  No.16773644

>>16773643

I'm on Linux Mint btw.

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bafa53  No.16773648

>>16773582

Happy birthday, anon. don't let the blackpill taint your soul.

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bc5886  No.16773657

>>16773449

I do not think that's a good idea.

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e8dc3b  No.16773661

File: 6e378ef1d241465⋯.jpg (328.63 KB, 718x1057, 718:1057, 1450716407078.jpg)

>>16773582

I feel sympathetic towards you, anon blogpost

My birthday was exactly 11 days ago, it was my birthday and the shitty people I live with didn't remember, and it was just another day working on my game. I have no friends nor no one, so I have yet to even have something resembling a cake since I also am dirt poor.

Happy birthday, anon, it will be alright, you are important and all that stuff.

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05b084  No.16773838

>>16773582

watch these, these videos cure depression

www.youtube.com/watch?v=KmXEOLlX-Hk&list=PL75qCJnD3qplv3Jn2V_sgVD4Q7q1qcxsO

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05b084  No.16773850

File: 498b03e508e23ed⋯.png (1.31 MB, 1800x1080, 5:3, new title large 2.png)

File: 1299abbfbd96118⋯.png (24.68 KB, 646x260, 323:130, colors.png)

>>16773430

Trying out the Triadic scheme, is this fine, or too saturated?

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05b084  No.16773852

File: 9729a47c85dde1a⋯.png (380.51 KB, 1800x1080, 5:3, new title large a.png)

File: 7e84394ea30c407⋯.png (451.26 KB, 1800x1080, 5:3, new title large b.png)

File: 63173a5d2001761⋯.png (789.69 KB, 1800x1080, 5:3, new title large c.png)

>>16773450

I don't have a vector version

I use paint.net so instead of a .pdn i will send the layers

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bdb4d6  No.16773884

File: 4241e266d67db9c⋯.webm (746.93 KB, 1152x720, 8:5, othello.webm)

File: 81dd79cfe97e20b⋯.webm (1.11 MB, 1152x720, 8:5, invaders2.webm)

>>16773457

>day 5

Minor updates today. Didn't spend much time on anything as I have other shit to do. Added some better graphics to space invaders and got othello working. Now the game suite has five games in a reasonably playable state. I will need to clean these up and add some actual content to them later. At least the game logic is in there for now. I've caught a few bugs and had some ideas for where to take the graphics API so I would consider this week a success. Hopefully will see you all in the new year with some real game stuff.

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9fc046  No.16773907

File: f44ba422b35053f⋯.png (54 KB, 627x793, 627:793, ClipboardImage.png)

>>16773852

I'm only doing this to re-learn vector shit not because I like you dummies

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bdb4d6  No.16773933

File: 8f5d7c8401c011f⋯.png (1.23 MB, 2107x1248, 2107:1248, edengrall-2.png)

File: c5024963dac667e⋯.png (1.34 MB, 2107x1248, 2107:1248, edengrall.png)

>>16773850

>>16773852

I think the problem you're running into is that the more colors you add, the more noisy the design is going to look as a whole. Your original scheme has the three main elements using more or less unrelated colors. When I work with color I try to start with a b/w or two color scheme and then shift things around to make them work together. I don't claim to be an expert though. Pic related is my attempt.

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423adc  No.16773934

>>16773850

Much fucking better. I don't get late 90s website vibe any more.

I can't help you much more, mate. All my art knowledge is a dozen of pixel art tutorials.

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05b084  No.16773947

>>16773934

>>16773907

>>16773933

Thanks bros, i will review some examples from other games and review the design again later, but right now i might have to leave it like this because we have too much work to do.

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05b084  No.16773951

Finished the planned content sheet, this will be mostly for our future backers, since we want to keep the development fully transparent.

https://docs.google.com/spreadsheets/d/1mgQ0ETc6YJ4n8Jg-RQHmo8oEVY3t8tXoPfEusqLMOds/edit?usp=sharing

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9fc046  No.16773957

File: 2debf4e654d3b96⋯.png (394.16 KB, 2547x3532, 2547:3532, fairy.png)

>>16773947

ok bro

use this as you wish

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9fc046  No.16773962

>>16773957

I can finish this when/if you need it. I'll be busy for a bit. I can send you a CDR file to finish yourself too

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05b084  No.16773967

>>16773962

I don't really know how to use Corel, but thanks anyways dude.

For anyone reading the document: I just removed a bit of the parts of the AI planning in the doc because "task/event based AI" and "realistic reactions" doesn't say much

What we plan for the AI is a system where the characters have tasks with different priorities that can be switched around and even interrupted, but my brother is telling me to not promise anything.

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05b084  No.16773977

>>16773967

Well yeah, I have no idea how long it will take and how far it can go, and it's not the only thing that will have to get done last year.

Shame we don't have different IDs anymore, that's one thing I will miss from the bunker.

As an update, the Save/Load system is done, unfortunately I still need to use it to save every stuff that is outside the ECS system that is relevant, and that is spread all over the place, just all the metadata needed to save recipes will be such a bother. No wonder some games only let you save in certain places/times. For instance, I wouldn't have to bother if you couldn't save in the middle of cooking

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bafa53  No.16773987

>>16773661

happy birthday to you too, faggot

good luck on your game btw

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9fc046  No.16774006

>>16773967

well, if you ever need it finished, just call unto me in your agdg thread. you really need that fairy and sign as vector, it really looks subpar as it is now, regardless of colours

and if I were you, I'd look into making your generated fairy faces higher resolution as well - or they will crash with the quality of the models. It's usually better yo have a higher resolution image to start with because you can scale it down when needed - no such luxury with upscaling lower resolution images

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7d4d6c  No.16774156

File: 33451d0aecc8c42⋯.png (79.29 KB, 300x168, 25:14, ClipboardImage.png)

>>16773644

>>16773648

>>16773657

>>16773661

>>16773838

Hey all, bday anon here (IP address might have changed? Or website bug, it's not showing (you)s anymore where it did previously)

Cried my heart out today, but I guess that was needed.

I think I'll be OK now.

>>16773661 Happy birthday, anon.

Let's both get our games done so our next birthday is better (`・ω・´)

>>16773838 I'll give the videos a watch, could still use them even as the catharsis kicks in. Thanks anon…

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eb6b17  No.16774161

>>16774156

I still have my (you) next to my post number. What is your game going to be about?

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05b084  No.16774169

File: 1926a6988ffbe51⋯.jpg (61.05 KB, 500x500, 1:1, qt meguka.jpg)

>>16773582

>>16773661

Cheer up anons, getting depressed won't get your games done sooner.

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6c81e1  No.16774274

File: 3948fe3ab3f1c01⋯.jpeg (23.5 KB, 276x245, 276:245, ug dug.jpeg)

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b0253a  No.16774369

File: e8a6352a6564cae⋯.jpg (1.09 KB, 96x80, 6:5, IMG_20191207_121845_235.jpg)

To my blackpilled brothers

>Rats are ahead

>Cockroaches and pube crabs are behind us

>And all this whorring filth are crowling to /v/ Ukraine

>Hold on my friend, coz I forsee

>That cockroaches will eat pube crabs

>And rats will snack cockroaches

>And die themselves

>Because this is the nature's law

>Yet Darwin with the beard has taught us

>That all the freaks are dying in the end

>But everything smart and handsome (like me and you) remains

>So fuck the pessimism

How do I make it better? Grid 16px. 16 colour palette. I'm going to release it under CC0. But I want to make it not shit first.

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dd263a  No.16774397

File: 5696ee47626fb02⋯.jpg (199.62 KB, 975x733, 975:733, TAKE IT AWAY SPACE COWBOY.jpg)

Dev anon who dabbles in porn games from the RE thread? Meant to get back to you earlier, but this site is unstable as fuck still, and posting on a phone is out of the question. How much planning have you done for the not-RE game? Are we talking full on hardcore or “just” lewd?

I’m just a filthy ideasguy/writefag, but I can also help out with funding. Patreon decided to “alter the deal” earlier this year(?), and a lot of devs who made porn games with incest had to rework their games, so if I can help with the funding, that means not having to deal with Patreon’s rules/self-censoring.

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1bf3a8  No.16774493

>>16774369

>How do I make it better? Grid 16px. 16 colour palette. I'm going to release it under CC0. But I want to make it not shit first.

First rule of making things not shit: don't save pixelart as jpg so people can actually look at it up close. Maybe even give an upscaled version as well, so we don't have to open it up in an editor ourelves just to take a good look at it.

Second, give the palette so we know what was available to you.

As for actual critique I can give right now, there's three things:

>The perspective looks like it should be sideview, but for that the roof also looks too short. Actually even if it were 3/4hs-or-so Zeldalike view it'd look even shorter.

>the roof looks like large stone floor tiles, instead of shingles which I would expect with a house in the style implied through the windows

>pixel density; you seem to want to go for retro limitations, but n the screens of said retro times the pixels were blurry so those 1x2 grid bricks(?) on the right border and separating the door would likely read as a thick dark-yellow blur. Some areas are too dense, others too large without any detail, which somewhat clashes with itself.

I'd advise you to first give more information such as what kind of game and system you're trying to make it for, before actually trying to change anything.

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e8dc3b  No.16774498

>>16774397

Dunno if you checked the RE thread already, but I gave some details there. I wouldn't go hardcore because I want a good balance between good gameplay and good sex scenes.

Fuck patreon, for funding SubscribeStar is a better idea, they even admit loli/shota: https://subscribestar.adult/incognitymous

Still, you can have both until Patreon decides to banhammer you, in which case is always a good idea to have fronts all over like the aforementioned subscribestar, itch/io, etc.

However, I don't think the game would include any kind of content that patreon may ban, not to avoid the ban because that's gay as shit, but because I don't think it needs it. Or, I don't know, maybe I can include a loli there, or to make the game feels extra frightening, you play as a shota fighting horrors while encountering ara aras who want to fuck you in "safe heavens" in exchange for resources, so they can either blackmail you for those resources to fuck them, or they can blackmail you with sex if you don't give them resources, and so on and so forth. Right now it's just a filthy idea, but I can see it being easily doable.

My game is halfway done, but as I said in the RE thread, I NEED someone with a good PC to render the backgrounds. I can design myself everything, but I need someone to actually render them in 3D because I still suck at blender and because my PC is fucking shit.

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e82bde  No.16774525

Is it worth learning Unity for 2D or should I just rope myself? I can understand the basics of the engine but it seems like I have to nigger-rig this shit together to work half decently for 2D and it's an enormous pain.

>inb4 use Gamemaker

Gamemaker's GML is shit. It doesn't have basic stuff like vector types, delta time, writing your own classes, and you can't even write your own functions properly since each function is its own individual, separate script file.

>inb4 Godot

Godot is pozzed and they recently updated their ToS to include something to the effect of "if you say hate speech even in your private life your license to use Godot is revoked" or something to that effect. Godot dev team is basically infiltrated by SJW trannies and the engine's future is questionable imo.

>inb4 any other engine

Unity, GameMaker, or Godot are the only decent ones for 2D. Other ones like Construct or w/e are at best for mobile cancer like Angry Birds or Flappy Bird which I have no interest in making.

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7d4d6c  No.16774577

>>16774161

Looks like it was just a bug of some sort, my ID hasn't changed from my previous post.

For a micro-sized project to test the waters, I'm thinking of doing something along the lines of a 2D action-adventure.

Explore a little bit, fight an enemy or a few enemies, done.

Obviously I didn't write a 3D engine just to make a tiny 2D game, but since one of the goals for this initial project is to be micro-sized, keeping the gameplay in 2D should help ensure a swift and smooth development process.

I think it should be possible to make it good fun to play, too, despite being micro-sized, since I have already developed a pretty thorough collision mesh (hitbox/hurtbox/etc.) design tool.

(In other words, the combat can be pretty complex with good hit/hurtboxes and lots of actions the player and enemy can take, maybe more like a fighting game in that sense.)

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423adc  No.16774587

>>16774525

>Godot

>Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.

>Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)

>Permission is hereby granted, free of charge, to any person obtaining a copy

>of this software and associated documentation files (the "Software"), to deal

>in the Software without restriction, including without limitation the rights

>to use, copy, modify, merge, publish, distribute, sublicense, and/or sell

>copies of the Software, and to permit persons to whom the Software is

>furnished to do so, subject to the following conditions:

>The above copyright notice and this permission notice shall be included in all

>copies or substantial portions of the Software.

>THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR

>IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,

>FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE

>AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER

>LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,

>OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE

>SOFTWARE.

I call bullshit on authors of Godot being able to revoke permission to use it.

They have Community guidelines. Yes they can ban you from community, but thats it. Why would you care about it? Do you use reddit or something?

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05b084  No.16774588

YouTube embed. Click thumbnail to play.

>>16774525

If you don't mind using VERY EARLY IN DEVELOPMENT packages, Unity now have a very performant visual scripting tool, it produces burst compiled code (about 6000 times faster than OOP due to not getting any cache misses or something), so it's way more efficient than my own handmade code. It probably can't access static variables and whatnot as a side effect though, there are plenty of limitations to burst compiled code that lets it be that fast. It's also automatically multicore

So i'd say it's worth learning Unity just for that alone, wherever the feature gets finished this or next year or in 2022 is another whole issue though.

It also have tons of interesting 2D features, but I never dabbled in them

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7d4d6c  No.16774606

>>16774525

>>16774588

Speaking more generally about "should I use XXX?", there's a very simple but incredibly profound idea that a lot of people forget.

What are the most excellent/successful game developers out there doing?

I think what you'll find is that some devs succeed by using Unity/Unreal/GameMaker/etc., while other devs succeed by writing their own game engine.

It's important that you find an approach (or an engine) that works well for you.

If a human somehow grew up in a forest without any parents, they would be a cave man, unable to speak any language, and nothing but the most primitive knowledge.

Similarly, if you tried to develop a game in a vacuum without looking around at what anyone else is doing, you might end up choosing a bad or outdated tool, or re-inventing the wheel when you aren't interested in learning how to make a wheel or improve on the wheel's design (which are two valid justifications for re-inventing the wheel).

So when asking these questions of how to approach solving a problem in game dev, take some time to look at some of your favorite games and game devs, and see how they approached the problem of game engines and game development tools.

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05b084  No.16774610

>>16774606

>take some time to look at some of your favorite games and game devs

But everyone here is my favorite game dev!!!

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7d4d6c  No.16774617

>>16774610

Well, what I really meant when I said "favorite" was "the most excellent/successful (from the perspective of anon)", and I'm afraid everyone here (myself included) might not quite fit that bill when compared to a AAA game company or even other indie devs!

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425e7a  No.16774620

>>16774274

I like it.

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e82bde  No.16774625

>>16774587

Sorry, I remembered wrong. The controversy was from them introducing a Code of Conduct: https://godotengine.org/code-of-conduct

They don't ban you from using the engine, they ban you from their official community. The retarded part is that the ban can be made based on your behavior even outside of the community. Like, if you use Godot, and Juan finds out you post on 8chan, you would be banned. Granted, I don't care about their community either, but it's the principle and its a really shitty precedent to set. Also, the staff has gender pronouns in their bios on that page.

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82dc3b  No.16774628

File: 0fee33a747a0587⋯.jpg (44.17 KB, 565x555, 113:111, i kill niggers.jpg)

>>16774625

As long as I can keep making my offensive games AND make money from them, I dont care what they do in their circlejerks.

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1bf3a8  No.16774640

>>16774617

The most successful dev here would be either Keyreal, or Shinobudev/SgtHale. Both finished at least one pretty polished product, and earned some income from their devving.

Keyreal has his own engine made in Haxe, and released two games on Steam. Neither was a breakthrough success, but he earned some decent money from it regardless. Steamspy seems to have gone to shit so I can't give a decent estimate, but from what I can remember I would be able to live off his Speebot earnings for a decent while, and he lives in a cheaper country than me.

SgtHale finished his wedding sim, and has rolling releases of his game for which he makes money through patreon and earns over 1k dollaridoos per month, while I think he also has a job as a mobiledev I think (unless he quit that to focus on his own devving). He used Unreal for his wedding sim, then switched to Unity for the "sequel" which I think he liked a lot better.

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000000  No.16774659

>>16774640

Tangentially related is a dr/a/wfag that managed to fund himself through animation school after sales of a VN he made.

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630cb8  No.16774672

I want to make a fast paces twitch action shooter with movement mechanics similar to GunZ and S4 League. Where to start?

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425e7a  No.16774676

>>16774672

You can start by starting.

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05b084  No.16774677

>>16774672

First steps: (Any order)

A working multiplayer server, as your game will be limited by this, so you better know the limitations as soon as you can

A character controller that moves and acts as you need it to

Second step:

Finishing touches

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82dc3b  No.16774682

File: 131eab3c1265acd⋯.png (3.53 MB, 1680x1050, 8:5, Max relax.png)

>>16774672

literally just go for it, im doing something similar, start off with basic TPS movement then build up from there, make sure the advanced movement works the way you want it too, and make every gun projectile based

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b058c9  No.16774687

File: ad9d106f5117b92⋯.gif (136.1 KB, 700x500, 7:5, tumblr_ntejpu4Rck1sdbgk2o1….gif)

>>16773582

What are you thinking about making, anon?

>>16774672

Develop carpal tunnel.

Tell us what kinda mechanics you wanna make.

>>16774640

There's a bit of a bias there though. There's plenty of engineers here that love to tinker something together, and putting a thin coat of paint over it and dumping it on Steam isn't exactly a lot of work. Using an engine like Unreal or Unity is more cost-effective to do, but you spend less time engineering designs and more time fighting your engine, which removes a lot of the tinkering fun from the project. People who hate programming with a passion and love to make arts will probably enjoy using those tools more, but they're the minority here.

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1bf3a8  No.16774703

>>16774687

>bias

>when one of the two people I mentioned made his own engine and the other uses a premade one

You wot m8?

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9d5d1b  No.16774715

File: 5d64f8d74ede9c3⋯.jpg (10.04 KB, 480x242, 240:121, 5d64f8d74ede9c35c69497f3d9….jpg)

I feel like a fucking retard. I've spent at least 2 days agonizing over this fucking projectile system only to find out that, despite adding code that should have made projectiles not collide with each other, that Unity was overriding my code with it's own physics engine, and all I had to do was disable it in the project settings.

Anyways, # of projectiles dynamically corresponds to angles now.

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b058c9  No.16774717

>>16774703

oops im dum

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05b084  No.16774730

>>16774715

If you are going for an innumerable amount of projectiles, I suggest you look into ECS

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466f64  No.16774766

File: 8318608774b250a⋯.jpg (13.34 KB, 306x335, 306:335, 1b4737f25b9f30a32cf858d030….jpg)

I've really missed you guys

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82dc3b  No.16774767

File: 0dc29453a60c61e⋯.jpg (79.74 KB, 788x681, 788:681, CIAAIC.jpg)

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466f64  No.16774769

>>16774767

Because these threads are comfy and interesting

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9ec6c9  No.16774790

File: ddb04d8d6f8c876⋯.png (15.67 KB, 504x279, 56:31, ClipboardImage.png)

>Want to add user-defined state to objects at runtime

>Eg, some item could set "key_red" to 1 when picked up

>Try various things like making a Token class, another one for a manager

>Realize I can just shove an IDictionary<string, int> on my root gamestate object (which is available to all events) and access it via an indexer

>Every object can potentially write to global (sandboxed) soft variables now

Shit's almost getting functional now

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7d4d6c  No.16774794

>>16774687

See >>16774577 for your answer.

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e9b8b4  No.16774819

>>16774577

How far along the dev process are you? Been toying with the idea of a 2D sidescroller with fast-paced hack-and-slash game that could fit what you are working on; a very simple but pretty unique, underrated art-style & fun, fast-paced action with loads of blood spraying everywhere and limbs flying all over the place.

A very simple bare bones practice prologue/practice level that shows off the mechanics and the art-style should be a good match for this micro-sized project to see if it can be turned into something bigger.

If you wanna do something together with this idea, hit me up: eastman(at)cock(dot)li

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7d4d6c  No.16774890

>>16774819

Most of the engine/programming is done (although I anticipate the polishing stage to involve a lot more work, including programming work, than one might typically expect).

Need to create the player character model (have an accelerated process for getting this done that takes 1-2 weeks), create the environment, create the enemy (if not just a mirror/color-swap of the player to really keep things micro-sized), make the title screen, controller config screen (have a debug menu version of this I wrote awhile back that I can use as a starting point for the final product), etc.

For the above remaining work, since it's a micro-sized project, even if I'm severely delayed, I ought to be able to ship by April of next year unless something just goes so badly that I cannot even imagine it.

We might have a bit of a conflict in artistic taste in that I'm not particularly looking to make things bloody.

I'm at least a little curious though- what approach are you thinking of taking for the graphics and animation of the player character for your 2D sidescroller?

As a sidenote, I do generally think that if you're going to do a partnership, it's good to start with a small project to build confidence and trust.

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423adc  No.16774955

File: a917b86ac76c79d⋯.png (140.26 KB, 1148x1608, 287:402, Screen Shot 2019-12-08 at ….png)

File: dfa539d77a9bcfd⋯.png (200.46 KB, 1704x1418, 852:709, Screen Shot 2019-12-08 at ….png)

File: cd6388778d04063⋯.png (4.11 MB, 2858x1218, 1429:609, Screen Shot 2019-12-08 at ….png)

>>16774493

Thanks. Second attempt.

>I'm trying to make side view animation when cars are passing by the buildings.

>I'm planning to use this cars https://www.kenney.nl/assets/pixel-vehicle-pack

>I am using "DawnBringer 16 Palette" https://lospec.com/palette-list/dawnbringer-16 >I'm drawing from photo.

How do I make it better? Should I upscale it? Should I go for 32 palette? Am I missing some techniques?

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c0680f  No.16774957

>>16766001

I love those girls. They are super pretty. Not like cuckime or thots.

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1bf3a8  No.16774969

File: ffbeb7b80065cf1⋯.png (22.92 KB, 406x110, 203:55, ClipboardImage.png)

>>16774769

Yeah, that's why we kept having them in the past months while 8chan was down So why'd you miss them?

>>16774955

That's already much better for critiquing.

Small thing that nags me about the yellow house. Almost everything on the right can be reused at least once through mirroring, but everything about the leftmost window and door is unique. Comparing that to the reference image, I'd say at least fix the 1-pixel-width discrepancy on the door, and maybe make the window reusable to accurately recreate the single window on the right.

For the main way to make it better: Your color usage is really simple, which is not quite what Dawnbringer's made for. Look closely at the example art given, lots of dithering to get more fake colors out of it, plus use of unusual colors that imply usual ones, such as the green and pink on metal that read as shades of gray. I'd advise you to look at the character's hair for the yellow house, the brown ground for windows, and maybe think about how you could get a more brownish gray for the green house's upper part. Note that I'm not saying everything should become busier with texture, but to use it to add some shading and visual detail.

And finally, I'd still say make your roofs taller. You're going for an orthographic view, while your reference is in perspective. Roofs are taller than you'd think, having only seen them from below most of your life.

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425e7a  No.16774984

>>16774955

The cars have a 3/4ths perspective. Maybe do that with the houses?

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466f64  No.16775258

>>16774969

I forgot where the bunker was

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05b084  No.16775486

File: f272e024ad29f33⋯.webm (6.79 MB, 1338x528, 223:88, 2019-12-08 19-05-09.webm)

Save system is finally done. Now I just need to fix a glitch here and there, like the camera position not being saved and whatnot. I am very happy that saving on dry land, falling on water and then loading did not cause you to enter a swiming state while out of water, but I am sure I will find something like that in the coming days.

Also, as seen on the webm, the quicksave file gets locked after loading for quite a while, so It did not let me save right before jumping in the water, that's why I just stand there for a while.

Animations also do not save, I think I will force you into idle as soon as loading finishes

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0c3aac  No.16775504

File: fe35cd105aad918⋯.png (87.45 KB, 828x796, 207:199, fe35cd105aad918c1d048ad554….png)

>>16768561

>HTML and CSS aren't coding

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05b084  No.16775536

>>16775504

But it is not.

CSS and HTML merely describes things, the browser interprets it and show stuff based off it.

You cannot even implement a button press in HTML, you need javascript for that.

CSS and HTML are as much programming as setting up enemies in RPGMaker database UI

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1bf3a8  No.16775571

>>16775504

They aren't. HTML is a markup language, not a programming one, and CSS is just style information for HTML.

A programming language has to be usable for creating programs. Series of instructions. Not defining where words appear on a screen.

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9ec6c9  No.16775576

>>16775536

>>16775571

>html is just a gigantic mess of cout <<

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0c3aac  No.16775589

>>16775571

Series of instructions, you say? Such as telling the computer where to put headers, what color to make text, and where to find images? Or is that still not programming? (Hint: it is)

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9ec6c9  No.16775619

File: a3518646ff1256a⋯.png (154.54 KB, 740x406, 370:203, ClipboardImage.png)

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05b084  No.16775649

>>16775589

>Such as telling the computer where to put headers, what color to make text, and where to find images

The browser does that based on the HTML information.

As I said before, it's like claiming that because you set which picture an enemy in RPG maker will use, you somehow programmed using the RPGMaker database UI

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c00eec  No.16775651

>>16775619

I use emacs. It's ok.

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0c3aac  No.16775663

>>16775649

So then the instructions are programmed for the browser to follow.

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9ec6c9  No.16775666

>>16775663

>Play game

>Press UP on the controller

>The game reacts

>I am "programming" because the game is following my instructions

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0c3aac  No.16775692

>>16775666

>programming what the up-button will do when it is pressed (the controller must know what to do when the button is pressed) is the same as changing the volume in the sound settings

At last I truly see. Why am I still here, anyway

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0c3aac  No.16775695

>>16775666

also checked

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8d02f0  No.16775767

>>16775589

It's not instructions - it's descriptions.

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ae2255  No.16775910

>>16766655

If you want to learn programming principles Java is an okay starter language to learn object-oriented programming before moving on. I was in a high school program where that was the only language available, but couldn't use it for any game engines at the time. On the other hand, it prepared me for learning C++ well. I learned some Python later and the catch is that although it's very intuitive to type, it's the opposite format of C and its derivatives. But honestly, if you learned from reading a book front to back, C++ can be your first language and you could outdo Yanderedev by just avoiding hardcoding (there's more efficient way of else-if statements).

What NOT to do is use the latest & greatest IDEs first because they'll not only spellcheck, but auto correct and have way too many shortcuts. Use notepad++ for editing, and only import your code for compiling. Or just use an older IDE like Codeblocks.

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9dfea0  No.16775923

>>16766655

>all these faggots recommending C

https://www.ruby-lang.org/en/

Ruby is the first and last newfag language. There's like, one half broken library gem you can use to make games, but for principles of Object Oriented and building up confidence, there's nothing better. It'll get you used to the programming way of thinking without getting you worried about autistic syntax

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9ec6c9  No.16775932

>>16775910

As much as i hate MS and how VS versions (and C# versions) are tied to your Windows version (at least for the MS compiler), VS itself has wonderful error checking and debugger tools. Obviously not everyone agrees, and that's okay too. I use what works for me.

Also, out of curiosity, when were you in high school? First year didnt have any, but I ended up taking 4 (of 5 possible) programming credits through 2005 to 2008, and we only fucking had Turing. By the time I went to college OOP confused me, and it's not like we did anything more complicated than basic program control

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ae2255  No.16775960

File: 8669bf5b93d0346⋯.jpg (204.35 KB, 1086x1080, 181:180, 1499367626361.jpg)

>>16769134

Your Windows logo is shit. Otherwise, seems like a good starter game, reminds me of Berzerk.

>>16775932

I graduated high school in 2011, took comp sci back then in 2010. Nobody talked about Minecraft back then, but the class always snuck in Counter Strike when the teacher wasn't looking. We used BlueJ as a compiler, which was barebones but performing the troubleshooting was worth it, which was my point. I took a C++ course in 3rd year college (2014), didn't learn jack about GUI (all command prompt) but it was the only class when I transferred I did well in. I could only attend state to get an EE degree, so I didn't graduate shortly thereafter because I got too anxious about a future hardwiring with boomers. Transferred to IT to find (unstable) work. Anyway, I still recommend Codeblocks because not only is it cross platform and cross language, you could adjust which compiler you use since each compiler affects boolean logic differently. I personally recommend GCC because it's the most common, unless otherwise noted.

And yes, I tried a little VS Studio.The latest community distro has so many plugins and install bloat I noped out. I'll have to get back into it to use Unity, but it's a personal deal. If it works for you, great.

Anyways, anyone have any good ASM reference books? I was thinking about getting into the ROMhack scene with the Fire Emblem tools to quickly prototype level design before I moved to Unity to build a 3D strategy game from scratch.

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05b084  No.16776026

>>16775910

I miss Eclipse so fucking much now that I have to use Visual Studio for debugging

If there is one thing Java did right, was the instant code swap and limitless debugging access to variables, whereas VS sometimes can't detect variables or even breakpoints for unknown reasons

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e8dc3b  No.16776051

File: 427286c003222cb⋯.png (2.02 MB, 1920x1080, 16:9, progress.png)

Bug Fixes, android port and full HD version, mates.

https://mega.nz/#F!0dt01SKR!r5TuTMcYfA1woIdH6JGYcA

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12548c  No.16776107

File: 33b80a7d2895dba⋯.png (4.16 KB, 478x94, 239:47, food_tiles.png)

Rations. There is more food than this, but this is most of the portable food. When you camp, you can choose up to 3 foods, and the positive effects (mostly health-related) are given to the whole party. Most inns have their own food, so you can eat a hearty chili (or whatever that locale has) instead of consuming your own rations when you rest there. Alternatively, one party member can gobble a ration outside of combat, gaining only a small portion of the total benefit. Food is the primary source of healing for a party that doesn't have a miracle caster, surgeon, or alchemist. Curative potions are better for short-term restoration and can be used in combat, but is notably more expensive than bread and sausage. Party members also have favorite food classes, which magnifies the positive effects they receive when those foods are used.

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9ec6c9  No.16776222

>>16775960

I'm using the C# 2010 Express Edition, which is about as barebones as I could find. But, because of my OS being unable to update to later versions of Windows 7, I can't update VS, which is bundled to later C# versions.

I actually went to college for Programming, with my goal being to make VIDEOGAMES. They didn't teach me much, the most focused thing was 2 or 3 semesters of Java as a web language, and we didn't even cover fucking generics. I didn't do anything with my diploma, and I didn't want to move to (((Toronto))) where the work was, and I think I dodged a bullet by being so stubborn. All the programming I've learned was in the last 7 years postgrad as a hobby, though more seriously in the last 4 years.

Polite sage for blog

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05b084  No.16776238

>>16776222

>I actually went to college for Programming, with my goal being to make VIDEOGAMES. They didn't teach me much, the most focused thing was 2 or 3 semesters of Java as a web language, and we didn't even cover fucking generics. I didn't do anything with my diploma, and I didn't want to move to (((Toronto))) where the work was, and I think I dodged a bullet by being so stubborn. All the programming I've learned was in the last 7 years postgrad as a hobby, though more seriously in the last 4 years.

I think this is anyone who goes to college to make videogames, you learn some cool stuff here and there like databases and compilers, but nothing will ever be useful for videogames, except maybe making your save in a database like SQLite or something, but even then, you will be saving objects that automagically generate the SQL based on their fields and never have to write a single line of SQL for that

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7d4d6c  No.16776685

>>16776051

Hard to judge story from a single line of dialogue, but I guess the line of dialogue you chose isn't quite hooking me? (´・ω・`)

The artwork looks nice!

> Try to cross-compile OpenXR for Windows using MinGW

> OpenXR uses C++ features newer than the GCC in debian's MinGW packages support (GCC 8.3), so the build fails

> Cross-compile newer version of binutils/gcc for MinGW

> Build GCC for MinGW just fine, but still can't build OpenXR with its crummy CMake build system trying to use xlib as the presentation backend and complaining about not finding X11 when building for Windows…Passing -rdynamic when MinGW doesn't support it… etc. etc.

I think I'll finish banging my head against a wall over this one another day.

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491614  No.16776886

>>16775960

> I tried a little VS Studio.The latest community distro has so many plugins and install bloat I noped out.

ever tried vs codium?

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425e7a  No.16776966

>>16776238

>>16776685

To be honest it's quite difficult to learn the deep stuff on your own. I'm talking data structures, compilers and debuggers, discrete mathematics and its applications,etc. Being completely self-taught, one wouldn't even know what they didn't know.

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3ad28b  No.16777299

Invidious embed. Click thumbnail to play.

>>16774890

The æsthetic would be inspired by the Japanese ukiyo-e artstyle – very exaggerated and stylistic. The whole game is made to look like a vertical wallscroll/woodblock, with all text/dialogue appearing on the background. Very simple revenge story – you cut your way thru hordes of enemies, chopping off limbs, and as typical in samurai films, the fake-coloured blood sprays like a fountain.

If blood is off the table though, there is something else that could be cool to do and stand out among other 2D sidescollers… A tribute to Godzilla: Monster of Monsters! for NES, where players control Cthulhu rampaging through alien worlds beyond the stars, defeating eldritch horrors beyond human comprehension, before arriving on earth. Intentionally made to look like a long-lost NES game.

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000000  No.16777403

is there an opinion here on using stencyl? i've been using it for a while and it seems ok, of course i've done very little actual work in it so it's only a matter of time before i really find out if it's good or not

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c00eec  No.16777424

File: 76c91050d0ff83f⋯.jpg (938.07 KB, 1820x2730, 2:3, kfoatcv2bkeicxmrkibpnwfvvv….jpg)

Are there any resources for trying to switch into indie-dev'ing fulltime? Absolutely none of the gamedev sites are any help at all, but it's to be expected when they watch Extra-Credits unironically. Maybe some business starting or starving artist related books/videos?

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093496  No.16777452

File: 294193717b749b8⋯.jpg (36.45 KB, 711x795, 237:265, dev.jpg)

>It's back

I missed all you beautiful bastards. Going to start learning some real fucking vidya development by trying to replicate Hollow Knight's character controller while I'm on holiday break from college. Damn, it's good to be back

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7d4d6c  No.16777536

>>16777424

Try "The 4-hour Workweek" by Timothy Ferriss.

The idea is to spend ~4 hours a week to make the money you need to pay the bills, so that you can spend the rest of your time on indie dev.

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7d4d6c  No.16777539

>>16777299 (checked)

I'm willing to consider a partnership, even if it involves excessive blood, I'm just trying to figure out if you're a 2D animator, or if we'd make for one engineer and one ideasguy, with zero professional artists to actually get the thing done.

(I can do some 2D/3D art, but not at a professional level of quality or speed.)

Polite sage for doubleposting.

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c00eec  No.16777593

>>16777536

I actually think I heard that be referenced before. Isn't that book about becoming an investor?

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eb6b17  No.16777623

>>16777593

I've never read it but here it is for free in case the book is shit.

https://libgen.unblockit.ca/book/index.php?md5=DEF6357870C2633EC611892D7A61021F

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425e7a  No.16777684

>>16777299

>æsthetic

Aesthetic, anon. Getting too fancy comes off as pretentious.

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16c467  No.16777689

>>16777593

>>16777684

aesthetics

>>16777536

Without getting into too much detail, you need to sink a lot of capital into investments to live off the annual interest alone. Like over $100,000 or so. Another option is real estate and renting housing out to people, and once you get 3 or 4 respectable properties, you don't need to work again.

Of course its difficult to run your own business and come out ahead

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05b084  No.16777694

>>16777424

>Are there any resources for trying to switch into indie-dev'ing fulltime?

Save up 2 years worth of salary and just do it

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f709b3  No.16777733

File: b5228182543fea4⋯.jpg (194.52 KB, 814x570, 407:285, b5228182543fea405c8c777840….jpg)

Thank the gods of old, infinite is back. Halfchan /agdg/ is an abomination holy shit.

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82dc3b  No.16777743

File: 3b7a9000920e470⋯.jpg (70.07 KB, 432x453, 144:151, 86505991dfc6a2a8d944e6e18d….jpg)

>>16777733

>going back to cuckchan

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7d4d6c  No.16777797

>>16777689

Actually, there's an alternative approach you can take that doesn't require $100,000 to make your living.

The book I recommended, "The 4-Hour Workweek", describes this alternative approach.

It's a book on how to live the life of the millionare, without actually becoming a millionaire.

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05b084  No.16777804

YouTube embed. Click thumbnail to play.

>>16777797

>>16777536

Yeah no, he asked how to stop wageslaving and start to be able to spend his own time on his own projects rather than working to someone else. I think, It couldn't be anything else

The 4-hours workweek requires you to have already finished a product, or to be able to churn out something that sells every week in 4 hours of work (maybe youtube videos, for instance).

It's an OK advice after you have the product, but not before

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c151e0  No.16777817

File: 90693ec973d8cff⋯.png (3.36 KB, 635x499, 635:499, 1.png)

File: ad476e370999d05⋯.png (2.87 KB, 632x504, 79:63, 2.png)

Can anyone tell me what's wrong with my raycast? I've been stuck on it for a couple of days now. The walls seem too small even though they're close and they also look paper thin instead of being cubes. Please help.


#include <SFML/Window.hpp>
#include <SFML/Graphics.hpp>
#include <iostream>
#include <cmath>
#include <vector>

#define row std::vector<int>

float to_radians(float degree);

std::vector<row> level = {{1,1,1,1,1,1,1,1,1,1},
{1,1,0,1,0,1,0,0,0,1},
{1,0,0,1,0,1,0,0,0,1},
{1,0,0,0,0,0,1,0,0,1},
{1,1,1,0,0,0,1,0,0,1},
{1,1,0,0,0,0,1,0,0,1},
{1,1,1,1,1,1,1,1,1,1}};

int main(){
int height = 480;
int width = 640;

int blocksize = 64;

float pos_x1 = 5.0f;
float pos_y1 = 4.0f;

float pos_x2 = 0;
float pos_y2 = 0;

float fov = 60.0f;
float angle = 10.0f;
float length = 50.0f;
float plane = (width/2) / std::tan(fov/2);

sf::RenderWindow window(sf::VideoMode(width, height), "Raycast");
window.setFramerateLimit(60);

while(window.isOpen()){
sf::Event event;

for(int x = 0; x < width; ++x){
float curr_angle = to_radians((angle + fov/2)-x *(fov/width));

for(float l = 0; l < length; ++l){
pos_x2 = pos_x1 + l * std::cos(curr_angle);
pos_y2 = pos_y1 + l * std::sin(curr_angle);

if(level[std::floor(pos_x2)][std::floor(pos_y2)]){
break;
}
}

float dist = std::sqrt(pow(2, pos_x2 - pos_x1) + pow(2, pos_y2 - pos_y1));
float w_height = plane/dist;

int top = std::floor((height/2) + (w_height/2));
int btm = std::floor((height/2) - (w_height/2));

sf::Vertex line[] = {
sf::Vertex(sf::Vector2f(x, top)),
sf::Vertex(sf::Vector2f(x, btm))
};

window.draw(line, 2, sf::Lines);
}

window.display();
window.clear(sf::Color::Black);

while(window.pollEvent(event)){
if(event.type = sf::Event::Closed){
window.close();
}
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)){
window.close();
}
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left)){
if(angle == 360){
angle = 1;
}
angle++;
}
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Right)){
if(angle == -360){
angle = 1;
}
angle--;
}
}
}
return 0;
}

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7d4d6c  No.16777821

>>16777804

>The 4-hours workweek requires you to have already finished a product, or to be able to churn out something that sells every week in 4 hours of work (maybe youtube videos, for instance).

It is not a book for people who already have a product to sell, although already having a product might could come in handy.

Chapter 9, "Finding the Muse", is an entire chapter dedicated to creating a new product that will sell within four weeks:

>Our target product can't take more than $500 to test, it has to lend itself to automation within four weeks, and- when up and running- it can't require more than one day per week of management.

It is a book about churning out something that ultimately sells with roughly 4 hours of work a week, *after everything is set up.*

The setup takes roughly one month/four weeks.

How do you know it will sell?

See chapter 10, "Testing the Muse", where you test to see if the product will sell sufficiently before even bothering to make the product.

In short, it's a book about achieving income automation with minimal effort (including the effort to make a product) , so you can't get money out of the way and focus on whatever is really important to you (in this case, indie dev).

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23044e  No.16777827

File: eeef824995289e6⋯.png (113.92 KB, 269x352, 269:352, you're_pretty_good.png)

>>16772703

bretty gud anon

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000000  No.16777893

>>16777817

I don't know anything about raycasting, but the euclidean norm is √Σ (x_i)^2, not √Σ 2^(x_i).

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b058c9  No.16777894

>>16777817

>float dist = std::sqrt(pow(2, pos_x2 - pos_x1) + pow(2, pos_y2 - pos_y1));

The arguments of pow should be the other way around. pow(a,b) = a^b. use a vector library you fucking retard

>for(float l = 0; l < length; ++l){

With the way you iterate, it's possible to make diagonal steps, jumping through corners of rooms.

>angle ranging from -360 to 360

Usually people either use -180 to +180 or 0 to 360. -360 to 360 is two circles worth of range. use radians instead of being a degree pleb

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c151e0  No.16777906

>>16777894

Thanks for correcting me.

>>16777893

>With the way you iterate, it's possible to make diagonal steps, jumping through corners of rooms.

Should I use something like Bresenham or DDA algorithm instead?

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b058c9  No.16777923

>>16777906

>Should I use something like Bresenham or DDA algorithm instead?

I don't know your exact requirements and cannot make this decision for you. I'm just mentioning that you can jump through corners with your current algorithm. This is not a problem if you design maps around it.

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412ccc  No.16777925

>>16777694

That's the plan so far. I'm trying to research into it more, just so I know what I'm getting into or learn something that can be a game changer. Essentially "Look before you leap" and avoiding "Damn I wish I knew that before I quit". I also need to research working in the industry more from a business/marketing perspective. Really there's so much fucking info about game theory and all this other bullshit, when it comes to actually trying to do it there's no fucking info. Probably because it comes down to either getting lucky or being in bed with SJW gatekeepers.

>>16777804

>he asked how to stop wageslaving and start to be able to spend his own time on his own projects rather than working to someone else

Yeah that's the gist of it. It might be worth doing on the side, while doing my game fulltime if I just quit. You never know.

>>16777821

I'll read the book. If I say "FUCK IT" and quit my job with no other source of income, it would probably be worth looking into setting up something like what that book details.

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c151e0  No.16777928

>>16777923

I don't really know my requirements either, I'm starting with basic raycasting in a grid for now until I'm comfortable enough to move something like the build engine.

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7d4d6c  No.16777953

>>16777925

An entire quarter of the book (the fourth and final quarter) is dedicated to the subject of liberating yourself from your job (although earlier sections repeatedly touch on this subject before the final dive into detail).

I would not promise it to be a one-stop solution, but it's a good book to start with, as it also describes an approach for finding other books worth reading, methods for cutting out time-wasters, etc. etc.

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05b084  No.16777978

>>16777925

oh yeah, farming microgreens is supposedly profitable, and you can do on your basement

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e8dc3b  No.16778023

File: f59f3e6bd6d1f25⋯.png (7.48 MB, 1280x720, 16:9, Valerie Transition.png)

>Decides to leave the resolution of the game at 720p

>I see more benefits to switch over 1080p

>Use nice and clear .png

>Game used to be ~500mb

>Now the game is 1gb

Fuck my life. What would be a good way to compress the game without compromising image quality?

>>16776685

>Hard to judge story from a single line of dialogue

I'd post more previews, but I don't want to flood the thread. There's a more detailed thread in /hgg/, though

>>>/hgg/370221

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9e76de  No.16778099

File: f32b2a5ba263eae⋯.png (8.95 KB, 256x240, 16:15, 58143-godzilla-monster-of-….png)

File: b6035c13392a058⋯.png (6.39 KB, 256x240, 16:15, 61035-godzilla-monster-of-….png)

File: 36ed0f1236b38c0⋯.png (10.34 KB, 256x240, 16:15, 61038-godzilla-monster-of-….png)

File: c94be36ea8867c3⋯.png (5.41 KB, 256x240, 16:15, 61049-godzilla-monster-of-….png)

File: b9a05ca5dc38141⋯.png (7.97 KB, 256x240, 16:15, 145535-godzilla-monster-of….png)

>>16777539

Something done in the ukiyo-e style wouldn’t be as time-consuming or extensive as the 1930s style Max Fleischer cartoon; characters are much more static/frozen, and backgrounds often plain white or still. With no artist who can pull off the style it is moot though. A pixelated version of ukiyo-e maybe?

Cuphead - The animation process: https://www.invidio.us/watch?v=CXpvF9Z2gG8

Exclusive: See How Cuphead‘s Incredible Cartoon Graphics Are Made | TIME: http://archive.vn/h3VBL

Cthulhu does have name recognition though, and a Godzilla/NES clone will certainly be easier to pull off on the kind of scale we are talking about. If this thing seriously happens, we’d need some concept art – I’d pay for that/make sure you got something in return for it as well.

Each planet/world could have a simple, eerie background sound, like the NASA planet recordings: https://www.invidio.us/watch?v=IQL53eQ0cNA

>>16777684

But I am (unironically) pretentious… I’m also a bit of a pleb though, so it somewhat cancels itself out. Also, I’ve taken a lot of pointers from Lovecraft how to spell things (men of science instead of scientist, imbedded instead of embedded, daemon instead of demon, &c.)

In my defence I have æ, ø and å on my keyboard and use them on a daily basis, so it feels natural to use them.

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03b189  No.16778157

>>16778023

Use FLIF for images or keep it at 720p. I'd honestly prefer 720p because I'm using a middle-of-the-road CRT.

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a6021d  No.16778199

>>16778023

I did some research back in a day. Even though JPEG is lossy, for most cases, with compression quality ~60% artefacts are unnoticeable, but size is reduced ~10 times. You can also try WebP it's lossless. I'd recommend going with JPEG and experimenting with quality. You will dramatically reduce size.

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9fc046  No.16778207

>>16778199

but do jpgs do transparency?

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d1f06b  No.16778211

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9fc046  No.16778217

>>16778211

yeah, and I'd imagine those waifu portraits might need that

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04630e  No.16778219

What's the name of that turn-based weeb tank game that got shilled here?

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3df80b  No.16778239

Are you thinking of Unconventional Warfare? (>>>/agdg/32403)

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a6021d  No.16778249

>>16778207

I've discovered, that WebP has lossy mode. And it has transparency.

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48b609  No.16778252

>>16766001

>> There's no /agdg/ board yet.

https://8kun.top/agdg/index.html

it's back on

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9fc046  No.16778257

>>16778219

Shimapanzer. the guy fucked off.

>>16778239

this is better anyway

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c00eec  No.16778531

>>16777953

>I would not promise it to be a one-stop solution, but it's a good book to start with, as it also describes an approach for finding other books worth reading, methods for cutting out time-wasters, etc. etc.

I wasn't assuming it was. I'm trying to get all the info I can.

>>16777978

>microgreens

I'll check it out. I actually know a few gardners IRL, so I can probably leverage something like this a lot.

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7d4d6c  No.16780237

>>16778099 (checked)

I think I'll pass on your offer for the time being.

I think your ideas are interesting, I'm just not in need of money or ideas at this stage- if anything, I need people who can exert some sort of direct force that moves a game closer to completion.

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67efd0  No.16780353

File: dcb567e70c1c3b9⋯.png (328.11 KB, 800x500, 8:5, 1533047583674-153304758367….png)

It's been a few months now. Has anyone acquired Retopoflow 3 for Blender 2.8? They insist on alpha testing to be behind a paywall, even though it would probably benefit from as much user feedback as possible. It doesn't seem to be anywhere I can check. Apparently CGpeers doesn't have it either.

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26720d  No.16780386

>>16780353

They probably need cash for their coders.

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1bf3a8  No.16780390

>>16780353

Can't you build it from their github? I think their master branch is still the old one, but this looks like it might be what you want:

https://github.com/CGCookie/retopoflow/tree/b280

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05b084  No.16780517

File: 3c2d21a3de97c7e⋯.webm (9.09 MB, 1062x612, 59:34, 2019-12-13 15-29-12.webm)

Swimming is not as terrible as it used to be.

Fast zora-swim-like swimming will be made on a later date

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423adc  No.16781140

File: 6b5a07129b66d4b⋯.webm (673.82 KB, 2046x1202, 1023:601, output.webm)

I have an idea to make magic system based on Fourier Series.

I don't know how to yet, but in theory, it's possible to draw any figure with Fourier series, so it's possible do anything.

For now, I'm thinking that movement of projectile would be defined by such series.

Player would have to define few sinus waves, launch projectile and and it would make pre defined figure.

Has yet to implement addition of waves.

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0f0961  No.16781327

Shmup anon here.

Phew, had some gotcha moment.

Made some partial effect test in blender, but the per particle node wasn't working yet (still in dev) but got the general math manipulation.

When implementing it, had some display glitch with the color mapping and was stuck with this since trying with the UV mapping value would show me the correct complete texture, but setting a fixed or variable value would show me almost random value.

Turns out that since I was using a GL_REPEAT wrapping and having one texture coordinate of 0.0, I would sometime get a value in undefined territory (the color mapping texture was 1024x24 in size)

So eventually, used a fixed value of 0.01, somewhere in the middle of the 24 pixel, it's color change is displaying correctly. The alternative would be having a clamping parameter but eh.

Now it's looking better, but still need to fiddle particle generation and it will look… Okay. Or plain.

But less shit at least.

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05b084  No.16782367

Did I miss something? Why did the thread die? Holidays or something?

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12548c  No.16782391

>>16781140

A Scorched Earth-style game but with warlocks would be pretty cool using that concept.

>>16782367

I assumed there was some kind of posting problem, because the PPH on /v/ has been comparatively low the past few days. Maybe everyone is actually just busy for the holidays so far.

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e8dc3b  No.16782422

>>16778157

FLIF is very interesting, but seems like ren'py doesn't support it.

>>16778199

I tried jpeg and quality is kinda abysmal, at least not of my liking.

>>16778249

I guess I could try webp.

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82dc3b  No.16782424

File: 77cf5d321dbb5f2⋯.jpg (91.42 KB, 512x512, 1:1, Gaben.jpg)

>>16782367

Everyone is using the bunker and making anything thats worth posting about takes time

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05b084  No.16782432

>>16782424

>Everyone

That's an exaggeration, but I guess I will start doubleposting

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82dc3b  No.16782437

>>16782432

>exaggeration

Literally everyone is using the bunker or another site, because if they were using this site it wouldnt be as dead or slow, the bunker objectively and factually has more posters that also post more often in more threads

OR they're posting on

>>>/agdg/

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12548c  No.16782488

File: bb0a01081f0b4af⋯.png (10.47 KB, 653x187, 653:187, v1.png)

File: a8e7f58eba830ba⋯.png (6.73 KB, 922x67, 922:67, v2.png)

>>16782437

>Literally everyone is using the bunker or another site, because if they were using this site it wouldnt be as dead or slow, the bunker objectively and factually has more posters that also post more often in more threads

That is literally objectively and factually wrong. The bunker is half the speed we're at right now. Still, the split is noticeable.

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82dc3b  No.16782491

>>16782488

>bunker is half the speed

<trusting the inflated numbers

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9fc046  No.16782927

File: 61d99dfd1274cf6⋯.mp4 (4.95 MB, 1280x720, 16:9, eb38b1d035f3aac12c73fbd20c….mp4)

so did Doctard appear after this

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05b084  No.16783514

File: 5904b1aeedde428⋯.webm (10.77 MB, 1200x886, 600:443, I already know how to fix….webm)

Now Hoe animations, very cool

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64ae1e  No.16784290

I missed the fuck out of you, dear goyim.

I'm gonna just make game now, I promise.

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407633  No.16784304

>>16778199

>can also try WebP it's lossless

No it's not and the lossless mode is still lossy because it converts to yuv resulting in a LOSS.

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44d936  No.16784364

>>16783514

I fucking lost it at the running anon.

Looking good

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05b084  No.16784377

>>16784364

I was worried no one would see it when my brother decided to put the funny clip after 30 seconds of boring repetitive animations

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5a7d50  No.16784399

File: 7218a9fdafd5915⋯.jpg (78.41 KB, 640x640, 1:1, BAN ME PORCHMONKEY YOU RET….jpg)

>>16783514

yeah I see what you were doing there you nigger faggot, don't hide from me. I will hunt you down like a rabid dog and put you down and then molest your naked corpse while I plant your head on my wall of bitch niggas. you know you cant stop the main man. you're just a bitch, a punk ass bitch nigga who don't know no better. well I'm here, and I'm coming for you punk. and I won't tell you when since the look on your lifeless face will be priceless. so don't beg to me, don't cry my name. the judgement is upon you, and it will fuck you six days from sunday and then some. So why don't you cut the fucking nigger bullshit and tell me how you really feel, no hiding behind these le anime XD pictures. none of that shit. I'm trained in the art of murder, I've been killing people for the yakuza while you were in diapers playing Halo. and I've had it with this degenerate nigger kike bullshit. The only thing that matters is making sure I enjoy tearing your lifeless body limb from limb with my dick. I AM AN ANIMAL. NONE OF YOU PUNK BITCHES CAN STOP ME. I AM THE JUDGE AND EXECUTIONER, AND I WILL ENSURE YOUR DEATH WILL BE SLOW. AND. PAINFULL. So don't fuck with me about this shit, because I'VE FUCKING HAD IT. You're a cancer, you need to be purged. and I am the doctor. and don't think you can hide behind your computer screens. I'm a known computer hacker in the United States Military Academy, you think you tech nerds can even compare? HAH, guess who MADE the internet? BITCH. But no, you're probably reading this and thinking it's so LE XD FUNNAH HAHAHAHAHA. Well you should be taking this more seriously as I have connections to the FBI, CIA and the Democrats. I'm gonna whoop your ass harder than the GOP did to Kennedy. So delete this video and your clever little comment about "hoe's" before I stuff you in a basement filled with dead ones.

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05b084  No.16784725

File: d5e159e52bf14ac⋯.png (733.26 KB, 1800x1080, 5:3, new title large 2.png)

Remade the top part of the title with a simple font, doesn't look as interesting, but it is a lot more easier to read

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425e7a  No.16784794

>>16784725

I'd suggest a darker border (maybe thicker too) around edengrall to separate it better from the fairy and the background.

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640c81  No.16785336

File: 00d9c3c1207f98f⋯.png (261.17 KB, 1600x900, 16:9, Untitled.png)

>>16771347

Reworked HUD temporarily so I can test new panes, player character selection works proper. Possibly changing the font for the UIs from a 16pt font to an 8pt font to rid text of required anti aliasing. Lots of bugs to squash. Working on making player capable of selecting a path like Advance Wars so I can start work on combat with a dummy. Maybe demo by new year's for 4chan agdg demo day, granted no issues.

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d74ecb  No.16785355

File: c1d802b88340d40⋯.mp4 (708.77 KB, 480x480, 1:1, cooking_AI.mp4)

Teaching her to cook.

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05b084  No.16785358

>>16785355

Looks good, but the scanning worries me, how often you get false positives and false negatives?

I've found hell attempting to scan for ledges in the past

What is it even used for?

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d74ecb  No.16785362

>>16785358

That's used for finding a path to walk to the target item. False positives are not really possible because Unity does a good job at baking out navmeshes. Sometimes they are used for finding locations to pick up/drop off items but she builds a virtual "3d plane" of where things can be interacted from. Just have a good amount of sampling spread thin over several frames and average out normals and positions and you should be good.

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05b084  No.16785379

>>16785362

>That's used for finding a path to walk to the target item

Unity don't have some "GetClosestPointToPoint" or something?

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1bf3a8  No.16785382

>>16785355

<your 2D anime waifu can't cook you a meal, anon! Come back to reality already!

>fucking watch me

Truly a god amongst men.

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d74ecb  No.16785389

>>16785379

They have a function for finding path from point to point but you still have to specify those points and filter out which ones are closest to the actual thing. Also have to find valid points.

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640c81  No.16785482

YouTube embed. Click thumbnail to play.

>>16785336

Squad selection, 2 maps, tactics tile navigation implemented, UI updated. Working on AI next, then going to fix a bunch of bugs for demo, afterward start working on game objects like that sentry gun I talked about months ago. Game interaction finally feels how I wanted it to.

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05b084  No.16785508

File: ed82b8be80c2d90⋯.jpg (118.01 KB, 874x904, 437:452, donut vampire.jpg)

>>16785355

Make it so the only thing she can cook are donuts.

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a45369  No.16785511

>>16785355

She's grinding her own flour?

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dc96d4  No.16785571

File: 46b8c5024f840eb⋯.jpg (613.82 KB, 1920x1080, 16:9, 20191221231807_1.jpg)

ok which one of you guys put this up on steam

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423adc  No.16786034

>>16785571

>Killing hitler

Uh, it's, probably, Reddit or half Chan.

Stuck releasing my somewhat game, so I'm shitposting. Hopefully, in a few days I would be ready to present downloads.

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da6a7b  No.16786345

I did some more work on this thing, adding tooltips and some other visual stuff. It is "finished" in the sense that it's playable from start to finish, give or take some bugs.

Any anons got advice/tips for structuring an experience system? I want to do something like Final Fantasy Tactics and Disgaea, where characters/units get experience points upon successfully doing something like attacking/using an ability/etc.

>>16782927

Very cool.

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da6a7b  No.16786346

File: 8e919329ccceccf⋯.mp4 (8.03 MB, 1920x1080, 16:9, Full Gaymeplay 2 (Still Ha….mp4)

>>16786345

Vid did not upload.

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f56d04  No.16786420

YouTube embed. Click thumbnail to play.

Another video i finished.

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05b084  No.16786429

>>16786420

Through your love for your waifu, you turn any black cock into a white one

Truly a work of love

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753290  No.16786441

File: 097e5485af9c80b⋯.jpg (79.08 KB, 594x489, 198:163, its good.jpg)

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0f0961  No.16786589

File: bd72b3a512ab476⋯.mp4 (1.47 MB, 320x320, 1:1, output.mp4)

anon shmup here.

Right now explosions looks more like burning stuff, but I need to adjust things.

I think I'm getting there.

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9dcdca  No.16786661

>>16786420

>loli in the title

that might generate the wrong kind attention

>eggshells in the bowl, cookies directly in the oven

#triggered

seriously tho, I assume the map etc are all store assets? because for me they kinda clash being more realistic than shinobu in artstyle etc.

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a91685  No.16786762

>>16786661

>that might generate the wrong kind attention

I purposely post it in normie places like /r/virtualreality for the sometimes buzz that is so outrageous for normies. It's a good way to launch your game into visibility and frankly I don't care what they write about me.

>eggshells

I originally wanted to bump the egg against a surface before breaking it open but Unity's physics are too finnicky. There are no eggshells.

>artsyle

I'm adamant on her being juxtaposed by the realistic environment. I don't like all toon or all realistic.

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9dcdca  No.16786780

File: 5d33626b24b026f⋯.gif (2.35 MB, 444x250, 222:125, dayum.gif)

>>16786762

>There are no eggshells.

>frankly I don't care what they write about me.

fair enough, it's just that youtube and patreon can be quite a bitch.

>I'm adamant on her being juxtaposed by the realistic environment.

maybe I'm just too used to animu games that the discrepancy stands out for me, but it's your game, so godspeed anon and shinobu

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05b084  No.16787060

>>16786420

Wonderful

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05b084  No.16787227

File: f3153ac3707ce1e⋯.png (957.84 KB, 1160x628, 290:157, edengrall.png)

What is the easiest to use free video editor out there? i need to make a trailer!

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03b189  No.16787251

>>16787227

Hitfilm Express.

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1bd421  No.16787252

>>16787227

Blender

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423adc  No.16787339

File: c3315dcb54e14cf⋯.png (513.96 KB, 2272x1468, 568:367, Screen Shot.png)

>>16787227

I've heard that Olive is decent.

Blogpost:

https://gaidamakua.itch.io/fourier-godot-playground

Finally on Christmas I was able to make a release. Now I can finally move on to some another project. WebGL version is shitty for simple project. Damn, polishing and releasing you shit are two the most boring processes in game dev.

I've found a book "The Computational Beauty of Nature" it seems pretty fun. I always was into simulation shit. I guess in near future I'll try to implement stuff from that book.

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63b439  No.16787963

Any of you guys have tips on creating decent games with RPG Maker?

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d7623c  No.16788095

File: 09ae0f67217a99c⋯.mp4 (3.82 MB, 1280x720, 16:9, 2019-12-24 03-26-36.mp4)

>>16787963

Yeah, don't start.

That might sound like a shitpost but I'm serious. Use Godot instead.

You will end up massively reliant on hundreds of scripts, spend hours autistically testing something over and over, and be consistently limited by what you can do. By the time you've realized you should have used Godot you're already balls deep in rpgmaker and won't really be able to go back.

If, for some ungodly reason, you still want to use rpgmaker:

>consider what sort of game you're making

>DO NOT make ANYTHING resembling the default assets or default combat

>get every script imaginable, especially Yanfly shit, you WILL need it

>avoid free assets outside code at all cost

>learn how to script yourself by reading the code of these scripts you download. You WILL reach a hard roadblock where you will need to write your own code.

>abuse the absolute fuck out of common events

>keep in mind that absolutely NOTHING you want to do is supported. You will be nig-rigging EVERYTHING. It is not true game development it's closer to modding.

>If you think it won't work, try using a common event nig rigged to a status effect. If that doesn't work, try a script. If that doesn't work, combine both. If that doesn't work, abuse a different script. Etc ad infinitum.

Just don't start.

See the effects in this video? That's almost 12 scripts combined with literal months of nigrigging.

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e58bcc  No.16788220

>>16788095

I feel like I knew this already and needed someone to tell me. Do you have any links to good libre assets for RPGs using Godot? It can be RPG Maker clone shit I don't care.

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423adc  No.16788254

>>16788220

https://github.com/Calinou/awesome-godot

there are a lot of links. A lot of them are outdated, but also a lot of them is a good stuff.

GDQuest have playable demos for ARPG and JRPG you can check them out. Kids can code also have good grid movement tutorials. Also, there are a lot of projects on github, I think it's pretty easy to find stuff to steal.

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576a95  No.16788318

File: 5a2d730919d4143⋯.png (188.5 KB, 655x632, 655:632, book.png)

This is the best music theory book on melody I've found.

And should be the most important book you will read about music theory.

https://drive.google.com/file/d/1CESeyV0utDy1mFnnB3MQfd8CzSPar9uG/view?usp=sharing

For all the anons who want to start making music.

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4ac5a4  No.16788486

>>16766369

just use 3ds max instead

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000000  No.16788677

>>16788095

Have you made anything since Die Totenmaske?

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425e7a  No.16788747

>>16788318

I always wanted to see a book on just this subject. Thank you!

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d7623c  No.16788873

File: daef7e61cf3915e⋯.png (365.5 KB, 832x662, 416:331, ClipboardImage.png)

File: 04955bf34d963fe⋯.png (28.31 KB, 287x96, 287:96, ClipboardImage.png)

File: e707c86e355ba6e⋯.jpg (36.18 KB, 640x520, 16:13, r9sBCg9_d.jpg)

>>16788677

We failed to make a sequel to DT multiple times on different engines for different reasons.

These reasons included: homelessness and cosmic levels of asshurt.

Eventually I said fuck it and moved back to RPGMaker since I had 3d assets left over I could use to fix up the game with.

Since then me and the artist have occasionally been working on throwing improvements at the original.

We've gotten an ammunition system working, dynamic enemy fights per that webm above, weapon graphics that change with what's equipped, new guns, fixes to level design, a bunch of new graphics, etc. It's really not what we're spending much time on though.

At the same time we're working on an FPS with sigmadev called "Panzer Jaeger" which we've posted screenshots of before. That's our main project right now and will release before the updated DT.

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73cbb6  No.16788917

YouTube embed. Click thumbnail to play.

>>16774498

SubscribeStar is terrible. They won't allow you to withdraw money out unless if you reach a particular point. You also can't release funds onto PayPal.

Not to mention that loli (and other edgy subject matter) attracts an unreliable consumer base that will refuse to pay you if you decline to make edgier shit, so it's not even worth it in the long run.

>>16785571

VK, Russian devs release those joke games on Steam for money.

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9fc046  No.16789026

File: 4d76999e62d0b23⋯.webm (11.57 MB, 1280x720, 16:9, Desktop 2019.12.27 - 17.5….webm)

File: 1f765cdcd4e322c⋯.webm (3.75 MB, 1280x728, 160:91, Desktop 2019.12.27 - 17.5….webm)

I was minding my own business testing the grass and had to find the darnest (and likely rarest) of bugs. I remember System Shock 2 speedruns being based on a go-under-the-floor bug like that.

Also discovered some dynamic occlusion fuckery. Easy to fix but interesting to see.

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000000  No.16789035

>>16788873

>Panzer Jaeger

Cool I will look out for it. I enjoyed what I have played of DT so far.

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0eba47  No.16789100

I want to make a game with pace/movement like GunZ the Duel. Leveling and purchase system. Pay (in game monies) to customize and upgrade, no skins or micro transactions or any of that shit so you actually have to grind. Cyberpunk aesthetic and tacticool shooting mechanics like ARMA or Squad, there will also be a prominent melee component. My question is how unreasonable is it to build an engine yourself? Should I just use unity or something?

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8d58c9  No.16789106

>>16789026

Thta could be a cool mix beeetwen Hexen and Diablo.

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31dce8  No.16789133

>>16788917

Minimum withdrawal is normal and my 2nd reason to avoid Patreon is to not use Paypal. Patreon is also anti free speech and huge political Mastercard lapdog scumbags. Fanbase twisting my arm for lewd is something i will never worry about because i dont do this for primary source of income, or money for the matter.

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03b189  No.16789546

>>16789100

Check out Torque3D.

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d6f83e  No.16789579

>>16789100

use an engine like UE4 or Unity. When it comes to being a game dev, time is working against you. It's better to execute ideas than reinvent the wheel

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05b084  No.16789850

File: 94b57e153fd5856⋯.webm (12.28 MB, 1260x598, 630:299, 2019-12-27 14-46-40.webm)

Grass and Trees

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fff7b8  No.16789857

>>16789850

Wew, I was getting scared you guys had gotten rid of the grass due to some bug or it costing too much rendertime to be feasible. Glad to see it back.

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05b084  No.16790005

>>16789857

Its still not optimized, we gonna work on it next year, probably before the farming system

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597da2  No.16790027

File: e5ad2b55db6def6⋯.png (133.23 KB, 1065x1013, 1065:1013, reading development plans.png)

>>16773484

Ohh I can recall this program when I was younger.

>>16774274

more likely just like make mods and more tonks, in my case

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64ae1e  No.16790032

File: cd7324b09bd6bc9⋯.jpg (278.3 KB, 750x750, 1:1, 1143608728-435987545.jpg)

>>16788318

There are lots of music theory books on harmony, but very few on melody, so this book is gratefully accepted we will need it

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d09edd  No.16790062

>>16789850

damn that looks comfy

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05b084  No.16790073

>>16789857

It takes too long to load the grass every single time you try to test anything on any other part of the game, so we mostly have it disabled 99% of the time except when we are going to make a build.

Even without the grass, Unity is already taking almost 30 seconds to enter/exit play mode, so I'd rather cut on those extra 5-10 seconds to place the grass on the map.

But yeah, it's the second thing I will work on next year, hopefully ECS is faster than the current solution.

The first thing is a major clean up on the project, tons and tons of unused assets and scripts slowing everything down

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491614  No.16790095

>>16790073

>Even without the grass, Unity is already taking almost 30 seconds to enter/exit play mode, so I'd rather cut on those extra 5-10 seconds to place the grass on the map.

least they're aware of it and said fuck switching modes

https://youtu.be/gyqIZP_zLtU?t=2260

reeeeeeeeee where is 2019.3, probably means 2020.1 mid summer

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05b084  No.16790110

>>16790095

Hot damn that's nice, but I bet it does nothing for the 30 second compile times, only asset positions/config, but no coding

Or worse, the fucking 10 minutes collab updates, at least the commits only takes 10 seconds as expected

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fb704a  No.16790401

>>16790110

in true unity fashion it's probably too limited to be of any real use or outright buggy, then linger around for a while before getting dropped.

however in theory since it's based on DOTS adding/changing entities shouldn't be much of an issue. rendering itself will probably put more limits on it. but we'll see

fuck that, just stumbled about that:

https://youtu.be/hRJUt3voDHQ?t=345

>Or worse, the fucking 10 minutes collab updates, at least the commits only takes 10 seconds as expected

never used collaborate, but there's this:

https://youtu.be/hRJUt3voDHQ?t=641

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1f4de1  No.16790466

>>16789850

Why is your grass so pointy?

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7e9cec  No.16790469

>>16790466

it's cutting edge

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05b084  No.16790541

File: a0379645d2ee191⋯.png (489.19 KB, 600x518, 300:259, ClipboardImage.png)

>>16790401

>https://youtu.be/hRJUt3voDHQ?t=345

>And then in the future, we are planning to letting you change code on the fly too

I used to think that I wanted to go back in time and redo my life and make everything right this time, but then, I would need to wait 25+ years to get my hands on this if I were to do so

>>16790466

2 triangles render much faster than 8~

There is a option to make a 'leafy' version if I use more vertices, but I will enable that only after I remake it in ECS (Right now it uses compute shaders, very badly managed compute shaders and compute buffers, it's a mess)

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9fc046  No.16790570

File: 40ac4c5758b6908⋯.png (4.37 MB, 1883x1091, 1883:1091, ClipboardImage.png)

File: b8ebe8aa2d5b74c⋯.png (3.66 MB, 1893x1089, 631:363, ClipboardImage.png)

File: 5e7074ab091fc32⋯.png (3.02 MB, 1879x1091, 1879:1091, ClipboardImage.png)

File: 8d0936181df6590⋯.png (3.28 MB, 1887x1097, 1887:1097, ClipboardImage.png)

>>16789850

grass autism runs in the agdg family

>>16789106

thanks, my dude. some of the atmosphere is inspired by Hexen I and II

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05b084  No.16790577

>>16790570

I blame breath of the wild, their grass is too good, but seeing how it could be even better, I couldn't hold myself back and made mine

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423adc  No.16790591

File: 2eaa01f07b0619e⋯.webm (2.15 MB, 2046x1240, 33:20, output.webm)

>>16790570

You are just envious of his grass. Sadness, because I have no grass at all

Sky and lighting looks really cool.

Progress:

>Found out about Stutter. Simplistic Lisp dialect.

>Thinking: Should I use Godot with GDScript or some normal damn language to implement it.

>Picking Godot

>Decided to make it "Visual" so I'd have any benefits from using gaming engine.

>Discovered that Godot have easily accessible graph editor

This is actually pretty cool.

>Spent day figuring out how to do basic stuff with it

>Figure out how to produce Lisp like syntaxis from my graph

>At this point everything is great and all

>Started implementing parser

>Realized that I tried to bypass parsing and evaluate on the fly which doesn't work, obviously

>Write in the correct way

>80 lines monstrosity with million bugs

>At this point I'm getting more and more upset with lack of Unit test

>Fixed bugs

>Started implementing standard functions

>Implemented two

>120 line monstrosity and two million bugs

>Checked out original C code

>Realized that I have no error handling system

>Say "Fuck it"

I need to add five or so more functions so it would be Turing complete, but to do that I need to rewrite everything.

On the bright side it works. But, man, lack of decent unit tests in Godot is slowing me down.

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05b084  No.16790682

File: 3e216ae6468e20c⋯.webm (5.98 MB, 962x542, 481:271, 2019-12-29 19-01-54.webm)

My character animation keeps blinking. This only happens on a build, and thus, can't pinpoint when it started to happen, this does not happen in the editor at all.

I am at my wits end already

Anyone have any idea of what could be causing this?

It's on Unity

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05b084  No.16790690

>>16790682

it was a fix for some very specific bug underwater. something to do with setting animation speed to 0

god knows why it did not happen on editor and only on a built game

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e7ff4e  No.16790810

>>16790541

>I used to think that I wanted to go back in time and redo my life and make everything right this time, but then

iktfb

>>16790682

check the animation triggers, if the state machine is fine something in the geometry might influence it (unless it also happens in a complete flat empty area as well).

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9fc046  No.16791112

File: bfb1f548a6e0176⋯.png (4.68 MB, 1887x1087, 1887:1087, ClipboardImage.png)

Old (wheat) vs new (oat)

Unity's terrain grass is kinda shit

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05b084  No.16791163

>>16790810

it was a fix for pressing 'go down' while at the water bottom, you would gain speed but not move at all, which caused a whole lot of animation flickering.

The issue is that it was badly implemented, and made so that sometimes, the speed would be zero even when it should not, which causes the bug in the webm. For now, the underwater bug will have to stay

>>16791112

I like the one that covers more of the screen more than the other

>Unity's terrain grass is kinda shit

Which is why I made my own, but unit's is way faster

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576a95  No.16791308

It took me like 6 weeks to go from total begginer about music (0 music skill) to make a basic chord progression that feels like what I wan to (a sad chord progression that feels sad and is not crap).

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425e7a  No.16791582

>>16791308

Music is hard, melody in particular. I have this anxiety about getting in the zone with a melody only to end up having accidentally plagiarized some song from my subconscious.

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576a95  No.16791812

>>16791582

I would say is a lot like drawing, feels like between poethry and painting.

>my subconcious

you will always do that, is like your personal style, is not bad, actually is something good.

Actually I think something I enjoyed a lot from what I experimented are sandwich chord, really dunno how to put it, but let's say I go from I to I minor to I disminished.

For some reason it feels good.

Using I minor, I dismi and I minor feels ultra sad.

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093496  No.16791842

>>16791582

Most of pop music is the same shit and no one notices. As long as it sounds different enough, no one is going to even notice that you've copied your favorite tune.

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576a95  No.16791845

>>16791842

most non musicians complains about the four chord structure and 4/4 but again, is like complaining trees painting use gree and brown and the sky is blue.

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f03f52  No.16791904

YouTube embed. Click thumbnail to play.

>>16791842

Aren't all the greatest hits in the last 20 years written by the same guy?

>>16791845

>most non musicians complains

Non-musicians wouldn't even know what the 4 chord structure or 4/4 is. Those things aren't as relevant today as they were back then, because there are so many ways to produce a completely different sound. Back when most classical music was written it was simply the instruments raw sound. You couldn't pull the shit they pull today back then everyone would notice.

It still doesn't mean that the complaints about 4/4 and 4 chord aren't invalid. I recently went on classical music binge, and a lot of these classical songs have something to them you wont see in music today. There's something sublime about it. A lot of music today is too in your face, even things trying to be subtle have nowhere near the depth a lot of classical music has. Simply because a lot of modern music relies on effects and shit to create the illusion of depth while classical music genuinely had to have that depth in it's music.

None of this really matters for games though, unless you want to make the comfiest soundtrack of all time (assuming you have the skills for it).

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576a95  No.16791922

>>16791904

I would say something similar has happened to other arts.

Let's take anime by example, It has been streamlined into the moeblob garbage.

Or how games appeal now to casuals.

It has to do more with streamlining and finding shortcuts to appeal to the widest demographic.

It's like how all those KPOP whores are basically clones.

Seems to me humans have a narrow, let's say peak of cuteness and appeal, and tapping into this peak will make everything generic.

The 4 chord structure is so generic because it's like the peak in terms of appeal.

It's a lot like the barbie doll with it's generic design, which is appealing, but is generic.

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f03f52  No.16791942

>>16791922

>The 4 chord structure is so generic because it's like the peak in terms of appeal.

I agree with everything you're saying but I feel this point needs to be explained more.

The 4 chords structure works because it's a quick dopamine release. Every time it loops you get a little dopamine hit. It adds more context to your example for modern games. They're very simple, streamlined and pretty much hold the players hand so the little dopamine hits come faster. Compare that to classical music were it's so complex unless you're familiar with it already you're not going to get that easy fix.

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576a95  No.16791944

>>16791942

yeah, is a lot like fast food.

but seems to work, so why not.

and for people who are begginers in music, this is good.

maybe later I'll learn more advanced shit.

Right now I'm cloning the FFI prelude.

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f03f52  No.16791959

>>16791944

Yeah there's nothing really wrong with it. It's like I said. It doesn't really apply to games unless you want to make the comfiest soundtrack of all time.

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05b084  No.16791995

File: 9ac8fe6db7f5957⋯.png (3.8 MB, 1918x909, 1918:909, ClipboardImage.png)

We got a end of the year demo, we are going to send this to as many people as possible, so we need some help testing

Please give it a shot, all feedback is welcome

Link: https://www.mediafire.com/file/lrmlzv2cwwqul4g/End_Year_Demo.7z/file

we have an issue with water reflection, we are still fixing it, gonna be on next build

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05b084  No.16792004

>>16791995

We already identified two big flaws, the swimming animation got fucked AGAIN and the terrain generated is the old version

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05b084  No.16792227

New Build, plenty of bugs fixed, made esc close windows and added 'really quit' dialog from esc

link: https://www.mediafire.com/file/lrmlzv2cwwqul4g/End_Year_Demo.7z/file

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101ce3  No.16792550

YouTube embed. Click thumbnail to play.

Mad lad finally released his gottagofast mod

Wish he still came here

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093496  No.16792821

File: 08d868fdcd036e8⋯.png (1.8 MB, 1920x1080, 16:9, ClipboardImage.png)

File: 960ee235a26ebc5⋯.png (624.88 KB, 500x497, 500:497, ClipboardImage.png)

Are there any good resources for a "smooth locomotion" dash in Unity 2D? I've tried looking around online but all I found was code that either didn't work or was "instance based" warp/blink shit that's not a real dash. See pics related for the kind of dash I'm looking for.

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f03f52  No.16792870

>>16792550

How many yes-devs stopped coming here? I think MoM did. Who else?

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4892a8  No.16792893

>>16792870

Does Risk of Rain's creator still pop in?

Does Notch count?

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f03f52  No.16792903

>>16792893

Notch has hinted at lurking 8chan before. Maybe not /agdg/ in particular though.

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a23c68  No.16792922

>>16791922

Most complex classical music would sound out of place if you pair it with games because it was designed for a specific context.

Generic/simple music is used more because it can fit with anything.

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7d3d98  No.16792934

>>16792550

Term is a precious flower, it's okay if he left for cigarettes and never came back…

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f03f52  No.16792941

YouTube embed. Click thumbnail to play.

>>16792922

>Most complex classical music would sound out of place if you pair it with games because it was designed for a specific context.

>Generic/simple music is used more because it can fit with anything.

Even generic/simple music has to fit the mood. Imagine flipping the Snow Mountain level and Sunken Ship levels music in Mario 64. They would be totally out of place. Not to mention Resident Evil's use of the Moonlight Sonata (around 15m56s), which perfectly captures the melancholy of the mansion. Even if what you said was true, it doesn't mean complex/classical music does not fit in games. It just means that the piece's would need to be tailored to the game.

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f03f52  No.16792943

>>16792941

Fuck I grabbed a clip were she keeps fucking it up. Still having Rebecca playing the moonlight sonata in the background, even if it is with mistakes, perfectly captures the mood.

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9fc046  No.16792944

>>16792870

>MoM did

if he could, he would come here. You can ask him yourself but he lives in one of those hellholes where you can get jail time for typing in the url 8kun.top

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f75215  No.16792966

shmup anon here.

I kind of sort of reached my goal by december (making explosion), although not entirely satisfied, I pinned what I needed in defining how the particle evolve in 3 generation.

The minor problem is that I had a fixed number particle simulation, easily arranged so that I can define the max size in a single place. Best would be entirely dynamic, but I'll think about that later.

Next is defining adding new particle visual (as opposed to internal data for simulation) and I just made some helper function since it boils down to having a simple box attached to a material.

So hopefully hit spark should be done in the same swoop easily.

I would need to think about the shield effect next, not entirely sure what solution I would use but I have a few one. Need to ponder on which is the simplest to implement

>>16788318

Thanks anon, I read some time ago about music theory and thinking more about how songs are made, I knew it would boil down to having a good melody would help greatly (e.g. Touhou)

I'll check this book a bit later since I would soon need to think about implementing sound/music support.

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97fb21  No.16794331

How the hell do I approach multicolored text in SDL?

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fff7b8  No.16794347

>>16794331

Define multicolored. Letters having a gradient themselves, or just different colors for different letters?

For the latter, most likely case: Draw the first normal colored part of the string, switch colors, use TTF_GlyphMetrics to figure out how wide that string was, draw next colored part of string at position offset by that width, repeat. If your font is monospace, you can more easily draw all text of the same color in one go by just replacing all different colored text with spaces.

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235a97  No.16795190

File: 2a366515479d41f⋯.png (57.59 KB, 1596x986, 798:493, ygbv.png)

>>>7369185

>>7369185

Some anon is making Epstein Island game

Plays like a sierra game from the 90's.

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235a97  No.16795191

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fff7b8  No.16795530

>>16795191

>>16795190

>look at qresearch thread

<I've been following your threads on halfchan, great work

Into the thrash it goes

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597da2  No.16795558

File: 32349aa75860c45⋯.jpg (68.82 KB, 800x615, 160:123, assburger call.jpg)

File: 379ba63b92d2fbf⋯.jpg (2.98 MB, 1752x1227, 584:409, 379ba63b92d2fbf1ed47670113….jpg)

File: f50945b5c3a443c⋯.jpg (46 KB, 480x514, 240:257, 1439950359622-1.jpg)

File: b0ab4f3346b41b3⋯.jpeg (335.38 KB, 1920x1080, 16:9, Earth 2150 ED.jpeg)

>>16792870

I'm still there but I don't have any significant progress to post at the moment, I'll need to sort a few stuff outside of my project first before I can do more progress with my projects.

t. tonk dev pro

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235a97  No.16795721

>>16795530

You do realize this place has been shut down for months, how much of a fucking idiot do you have to be.

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fff7b8  No.16795734

>>16795721

What's that have to do with anything? We had easily findable bunkers, plus zeronet which people regulrarly posted "in case 8chan goes down" guides for for months if not years before the site went down.

And even without that, I'd rather just not have an imageboard to post on than use cuckchan.

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000000  No.16795736

>>16795530

It's Q shit, what did you expect.

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235a97  No.16796432

>>16795734

>easily finable bunkers

It wasn't easy fuckhead

>zeronet

Yeah i want my IP spread among anons

Fuck off

>And even without that, I'd rather just not have an imageboard to post on than use cuckchan.

That's your prerogative, I went to /biz/ until the site came back up, and even when it did the fucking link was .TOP and .org didn't fucking redirect you.

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92e644  No.16796481

>>16796432

Fuck off retard.

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fff7b8  No.16796501

>>16796432

<I-I'm not retarded, just too retarded to use a VPN or Tor and ave such short memory that I don't remember the different domain types the site was forced to go throughso I think kun started with .top

You are a weak willed and an idiot. Please off yourself or go back to cuckchan.

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135382  No.16796891

test

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135382  No.16796894

File: 234e8c513b5ab60⋯.gif (4.46 MB, 640x480, 4:3, UJUrf1EUL6.gif)

File: c24def3868ff2e6⋯.gif (2.15 MB, 640x480, 4:3, FoOaZsgGCN.gif)

>>16785482

Pawns and gadgets (security camera, sentry) have team assignments, pawns can chase players until they lose them and stand still or activate the tactics/targeting mode. If the player is detected by a security camera, an NPC will move to their last visible location. If not spotted, the NPC stops. Soon I want to make them patrol the area for a while, maybe eventually leave and be deleted. Also in-world map transitions.

I'm back to posting on vch, 8kun is trash and I can't post from desktop or mobile. We need a new place of congregation.

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ea55a6  No.16797218

File: 3477d3c4170d607⋯.gif (559 B, 68x68, 1:1, kashacrouch-flats.gif)

File: e019744a033008d⋯.png (7.22 KB, 680x680, 1:1, kashasprites.png)

File: f1c348afd81c879⋯.gif (11.07 KB, 272x272, 1:1, kashawalk-preview2.gif)

File: a435bb1cb50fd9d⋯.png (60.73 KB, 1290x754, 645:377, ClipboardImage.png)

File: d80a55f4383c06f⋯.png (40.37 KB, 1294x701, 1294:701, ClipboardImage.png)

I got back together with an old friend of mine and we finally began work on a platformer I've been dying to make for a long time. I've posted about it before but didn't have much to show other than a sprite I made.

So, this is Kasha. She is a catgirl on a quest to find her mommy.

Problem is she thinks every beautiful woman in the world is her mommy, so she travels around collecting mommies and adding them to her mama journal.

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ea55a6  No.16797236

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235a97  No.16797287

>>16796501

>>16796481

You can both suck my dick

Using tor or a VPN isn't going to help you on zeronet you fucking retards learn how the fucking thing works.

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05b084  No.16797914

And then the yearly Unity version update comes

Happy Happy Fun Fun moving files one by one making sure not to move anything currently unused and reorganizing the whole thing from an empty project

I expect it to take 3 days or so

Also, shouldn't someone make a new thread? I think this one is bump locked

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fff7b8  No.16797928

>>16797914

>Also, shouldn't someone make a new thread? I think this one is bump locked

How have you guys been posting here for as long as you have and still not know this?

If you make a thread before this one reaches 700 posts or page 14 the new one gets deleted. It's even in the board rules.

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05b084  No.16798057

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b058c9  No.16798108

>>16798057

>Recommended

>Memory: 16 MB RAM

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05b084  No.16798203

>>16798108

Just until we optimize the grass!

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fff7b8  No.16798212

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9fc046  No.16798735

>>16798057

Good luck! Is it time to start shilling your thing?

And a question: why are you publishing as a different entity/company than you did for Everyday Lite? I see there's a removal notice over there ||I wouldn't do that if I were you|| but there's no information about the new version

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05b084  No.16798751

>>16798212

oh shit, gotta fix it

>>16798735

Yep I started sending the demo to youtubers

We switched the name because searching for "Edengrall" finds our stuff, while "Laetus" gives some random shit in google searches

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b058c9  No.16798944

File: 563681860dd2c2e⋯.png (193.14 KB, 1280x984, 160:123, ClipboardImage.png)

>>16798751

>Yep I started sending the demo to youtubers

Here take this https://docs.google.com/spreadsheets/d/1MVrNBLVkL-VzKe4pFHHVx0bfCdInB3G2FVJbc9V4CUk/edit#gid=0

You should rewrite the "About this game" section entirely. To just list a whole bunch of problems with it:

>Every sentence, of which your description only contains six, can easily be split up into multiple sentences.

>No bullet-point feature list.

>You shouldn't state that the game is light on story. Instead, describe the story in such a way that it is self evident. Adam retiring from adventuring and trying out farming is good enough. It doesn't insinuate heavy story usage, so people wont have such an expectation

>Saying that you have deep and expansive systems doesn't convince people as many other games make the same claims whilst being incredibly shallow. You dedicate a whole block of text to cooking, but I can't tell what you can do aside from "use result from one recipe as component into another recipe". That's something I can do even in Minecraft.

>Normal people (that is to say people outside of /v/) don't expect games to have mature content in them. You do not need to mention that you wont have mature scenes.

I can tell that English isn't your first language. But if you want to sell your game you'll have to do a lot better.

To me it feels more like a report than a sales pitch.

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05b084  No.16799172

>>16798944

I will redo it, thanks for pointing out, it made more sense in my head, and thanks a lot for the list too!

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423adc  No.16799184

>>16798751

Other anon provided good info. I'd add that you should make much better video. I haven't read description, and I think many people judge the game by the video.

What you have now feels like random gaming moments.

Make real game trailer. Preferably with good voice acting, music and cool visuals. *Are brittish voice anon still around?*

Maybe, make whole video dedicated to cooking. And talk about how good your cooking system is there.

I believe, that video is like the landing page of the game. Thus, I think you should put the same heart and soul into it as you put into your game.

I wholeheartedly want you to succeed, fellow anon.

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05b084  No.16799233

>>16799184

I want to make my trailers on 100% gameplay i fucking hate cinematic bullshit that doesn't actually happen ingame and voice acting is a no-no, but i get what you are saying, i was not satisfied with the last part of the trailer, but i literally have no idea what to put in there, i will think on a new script. Maybe panning shots of the city and more focus on the girls?

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fff7b8  No.16799236

>>16799233

Videos for unfinished games should be made using only vertical slice footage, but you guys have been working on the game more as if it's one giant horizontal slice. Nothing looks truly finalized, and thus nothing is good for a trailer.

All those prerendered non-gameplay videos you see as trailers for AA/AAA games are because the developers are at the stage you guys are at. The best thing you could do is have a trailer that shows Adam traveling to the town and arriving, a flythrough of the city showing some cute girls, and a 3rd person timelapse of a large field being developed, all in third person. Then have a second video that shows off the cooking in a comfy looking kitchen environment.

You also probably would do well to get random NPCs to fill the streets for a flythrough, because last I saw your game the city looked dead as fuck.

You guys have the potential to make a very good game, but appear to have zero marketing ability. This steam page is what you could show as an early alpha to a pubisher, absolutely not the public.

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05b084  No.16799241

>>16799236

I will dedicate my next work week to fixing this, maybe making two different trailers is really the best option, thanks guys.

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21f754  No.16799301

File: 2cf275a2545e88f⋯.mp4 (973.02 KB, 512x384, 4:3, 2cf275a2545e88fab096b4a7fd….mp4)

File: cd69ed74a2cc14e⋯.mp4 (6.83 MB, 400x300, 4:3, cd69ed74a2cc14e3db8502c800….mp4)

Working on a user interface system for Sigma 2. Also materials. Need to split this up because 8kunt keeps eating my posts

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21f754  No.16799316

File: 27bb5fb4fe3aaf7⋯.mp4 (6.25 MB, 640x480, 4:3, defender_small_ship.mp4)

File: 9792c41bf8ecb1a⋯.mp4 (8.98 MB, 640x480, 4:3, defender_speed_changes.mp4)

>>16799301

flying rocketship similar to "defender 2000"

Trivial to program here, just using the basic graphics API for models and materials. Nothing hardcoded into the engine, all from a game-specific DLL file. Keys bound to console callbacks ( not a replacement for real keyboard input, I just didn't write it yet)

Only feature not compatible with OpenGL 1.1 in any video is the ARB_texture_cube_map (GeForce 256 tech). Unnecessary for this demo, will be removed, it looks kind of screwey anyway. Fading image of the mouse uses the materials system, NOT shaders, will emit shaders later but currently using OpenGL 1.1 (similar to idtech3 materials system). Rotating cubemap similarly uses a material callback.

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05b084  No.16800108

File: 257a3aebb2694b3⋯.png (1.57 MB, 1920x1080, 16:9, screenshot 5.png)

Updated description, now to make the new trailers

https://store.steampowered.com/app/1220600/Everyday_Life_Edengrall/

Will actually be one trailer and the other will be more of a tutorial to teach how to use the cooking system

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b058c9  No.16801168

>>16800108

You're still abusing those poor comma's. Take this ONE sentence for example:

>* Faerie Helpers will give you a hand, after you unlock access to the Faeries you can manage their village and once you gain their trust they will start helping you in your farm, do not underestimate Faerie magic, they are excellent helpers despite their size, just make sure to prepare plenty sweets for them as payment, no one works for free!

That should be three sentences at the very least.

The same goes for most of your description.

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05b084  No.16801256

>>16801168

I will review it all again.

We will end up having to hire a writer…

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9fc046  No.16801926

>>16801256

or at least an editor

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000000  No.16802055

>put out several flyers around campus last semester asking for artists to help with gaym me and my friends are making

>made it clear it was for no monetary compensation

>got two applications

>one was very good, stayed in contact with her but she eventually stopped responding to our emails

>the other was deviantart-tier so we didn't reach out

>new semester starting soon, new application comes in

>guy is middle-aged, and very talented

>don't understand why he's applying for no pay with a bunch of college kids, surely he can make better money elsewhere?

I don't know what to say to him, he seems very overqualified and nothing in his portfolio seems to match up with what we're doing (sci-fi Metroidvania). I'm not sure if he's the right choice but I don't want to just ignore him.

help plz

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fff7b8  No.16802064

>>16802055

I mean, it sounds like you have the choice between taking that guy and having an artist, or not taking him and not having an artist. Sounds like an easy choice to me.

Have you considered actually just asking him about these things?

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597da2  No.16802560

File: b1fbce508208337⋯.jpg (454.1 KB, 2048x1365, 2048:1365, 5c2167e76f0691d80149a66e5d….jpg)

>>16799301

>>16799316

That's some good stuff you've got there.

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fff7b8  No.16802687

>Terry Cavanagh released the source for VVVVVV at AGDQ today I think I heard them sayit'll only be up for two days, may want to archive?

https://github.com/TerryCavanagh/VVVVVV

<the game for windows has to be compiled in debug mode or it bugs the fuck out

<code is pretty damn shit in general

Check it out for a good laugh

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597da2  No.16802712

File: 5e1476f93d21474⋯.jpg (33.59 KB, 480x360, 4:3, 15397687280640.jpg)

File: a30607750692f26⋯.mp4 (3.66 MB, 640x360, 16:9, Terry Davis GCC nigger.mp4)

>>16802687

Are you feeling okay? your posts is getting too crazy for me to handle it.

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fff7b8  No.16802742

>>16802712

What exactly is so crazy about it?

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597da2  No.16802757

File: 50f575857da709a⋯.png (822.29 KB, 1100x733, 1100:733, 2043728905298305.png)

>>16802742

Nevermind, I'm probably seeing too many aliens again, god damn it.

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9fc046  No.16802890

>>16802687

just make an external clone if you wanna archive

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f75215  No.16802926

Shmup anon here

Phew, fixed and added a few things with particle manager that popped up when trying to add different particle (shrapnel with short smoke trails)

Still need tweaking but it's slowly starting to be interesting.

Just finished pondering on how to add shield effect. I wasn't sure if I should brute force it and check distance CPU side, but when checking how other people did it, they were using "length" inside the vertex shader. Now I get it.

And so just finished what I should do on the management part. But it's roughly having a separate rendering, since it's not a particle or projectile and not a unit.

So I can link the needed shield information in a separate buffer object.

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d43a91  No.16803075

Is there any book or resources on pixel art made by professionals?

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597da2  No.16803192

File: b7386ace983931a⋯.pdf (2.21 MB, pixel art 01.pdf)

File: bed34b278adc625⋯.pdf (1.66 MB, pixel art 02.pdf)

File: e66e04228e7fde1⋯.pdf (3.72 MB, pixel art 03.pdf)

>>16803075

Maybe those?

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d43a91  No.16803257

>>16803192

Noice, thanks.

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05b084  No.16803407

new bread soon?

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597da2  No.16803796

File: 6be5ceb3199b146⋯.jpg (42.59 KB, 283x356, 283:356, 5ab0fcc8e834d00fc98ca2df59….jpg)

>>16803407

Yep, soon.

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00ffbe  No.16805594

File: ef3a4103894cd78⋯.png (2.63 MB, 1480x708, 370:177, ClipboardImage.png)

Anyone know what could be causing this?

I've updated from 2019.1 to 2019.3 while cleaning up the project. It was not a ctrl+c, ctrl+v of the project folder and then opening in the new editor version, I made a clean project and slowly moved the assets as needed to be able to get rid of unused assets.

Still not finished, but the lighting is clearly vastly different, the inner rectangle is the new version.

Anyone have any idea what could be missing? The main directional light and the ambient light are 100% the same. Some materials changed, but the grass+stone path is also perfectly the same yet it looks vastly darker

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9fc046  No.16805973

>>16805594

what are the specific features or bugfixes you upgraded to 2019.3 for?

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00ffbe  No.16806001

>>16805973

>These options allow you to disable domain and/or scene reloading from the Enter Play Mode process when there are no code changes. This makes it much faster for you to prototype and iterate.

>You can now preview your animation rigging and keyframing in Timeline for faster iteration and to take advantage of Timeline tools. This enables powerful multi-track layered animation workflows. Animators can now blend multiple clips with animated rig overrides to author unique animations.

>The Unity Accelerator is a local network proxy and cache service that speeds up iteration times for two major scenarios – source code download through Collaborate and asset pipeline importing. This improved workflow will substantially reduce the time spent waiting for routine blockers, getting you and your team back to doing what is important: creating!

Basically makes developing faster

Though I hardly think it was specifically the version change, I think it was the fact that I made a brand new project and I forgot/don't know about some configuration somewhere that caused this. Either way, I somewhat fixed it by increasing the sun/moon intensity and the ambient light

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f46f22  No.16806929

NEW BREAD

>>16806927

>>16806927

>>16806927

>>16806927

>>16806927

>>16806927

NEW BREAD

I wish I could kill myself like Tetradev

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ac7efc  No.16807792

File: 439a7f2b586792d⋯.gif (1.96 MB, 640x480, 4:3, 1578445959429-0.gif)

File: cab370ad1f46bb2⋯.gif (3.12 MB, 640x480, 4:3, 1578455180832.gif)

File: a6ba4e19eae970d⋯.png (256.72 KB, 1600x900, 16:9, unknown.png)

>>16796894

Sentry gun + projectile (both with sounds), player character stats, item equipping/usage, changed equipment and status panels to bars like the Terminal's context bar, goomba-stomp test.

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66fa41  No.16807845

File: a34949ac2393f27⋯.gif (107.97 KB, 350x400, 7:8, bampuchan.gif)

I'm going to make a shitty RPG Maker game about a corpse fucking shitposter called Necrobump

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