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

File: f197731745c07b0⋯.png (12.62 KB, 400x400, 1:1, f197731745c07b0220706e2bad….png)

File: e8a70dbcb0d68c6⋯.jpg (28.34 KB, 500x375, 4:3, tumblr_kzyi9iMX421qbq82no1….jpg)

f7fc53  No.16806927[Last 50 Posts]

Because I've lost control of my life edition.

Resources

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

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

Links

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

> Previous thread: >>16766001

Announcements

>/agdg/ is back

>>>/agdg/

____________________________
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4e664f  No.16806930

I gave up.

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f7fc53  No.16806931

YouTube embed. Click thumbnail to play.

>>16806930

NEVER GIVE UP

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36f026  No.16806945

File: 35af956d23a15d7⋯.mp4 (1.32 MB, 958x684, 479:342, 35af956d23a15d7b750e125854….mp4)

'Bout time, was waiting for the new thread.

Here's a little something I finally managed to get working. What's amazing here is that it's all networked, from the projectile, to the input and including the entire dismemberment. I'm just showing what the client sees.

It's an important landmark since it isn't just about shooting a gun but rather the entire framework behind clicking and what happens afterwards. Do I pick an item? Use an item? Use an item on an object? Use an object? Use in what coordinates? What if I clicked an empty space?

After this, I could just slap the same scripts and make any gun or implement a few interfaces to create specialized scripts for different items\furniture and I wouldn't have to care about anything behind it.

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323cdc  No.16806970

File: e6926227bc73077⋯.png (195.41 KB, 1282x748, 641:374, ClipboardImage.png)

I am, once again, wasting tons of time ricing UI. UI windows are draggable now, there's a functional inventory and tooltips when you hover over an item.

What's a good blog site to use these days?

>>16806945

That's neat.

So how does it work? Do you send over the gamestate and send over delta changes? Or do you do a fully deterministic simulation?

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36f026  No.16807005

>>16806970

Fully authoritative, of course. Well, kinda. Almost.

The Client still has to ray trace from the camera to check what point it's clicking in and if it clicked anything, using both as parameters for the actual command that gets sent to the server.

It also does a few more checks that I don't think someone could realistically mess with for much profit with an hacked client (but I probably should move it to server-side anyway).

The rest happens entirely on the server, spawning the projectile and moving it as well as the chain effect of detaching every limb from it's parent object and enabling it's physics. The head stays because it's the top most in the mob's body hierarchy and I haven't got around to recalculate it's proper collider size based on it's body parts, otherwise You'd see it fall down and the player controlling it would follow the head still.

I'm getting some weird results with movement however and I think that shows in the video.

My current setup has an object for the mob and another for the player. You can send your inputs to the server, that moves the mob around and on the client, the player object tries to follow the mob as close as possible.

But I think that, because I'm using it locally and I have basically 0 ping, I'm getting some weird interpolation that results in a few hiccups and spasms while moving around.

I was using that Mirror API for Unity since that's at least something usable and I was hoping it'd solve that problem, but so far no luck.

I'll probably have to do the default "move your object client-side and check if you're not too different from the server" instead for the player Mob, which is something I wasn't too kin on doing because that'd mean giving player authority over that object.

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323cdc  No.16807356

>>16807005

>I'll probably have to do the default "move your object client-side and check if you're not too different from the server" instead for the player Mob, which is something I wasn't too kin on doing because that'd mean giving player authority over that object.

You have to do that anyway in order to accommodate for latency, jitter and packet loss.

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3d8370  No.16807368

File: ba395d1ba317ab5⋯.png (429.02 KB, 986x864, 493:432, our steam page.png)

We have added some clarification on the Early Access features

https://store.steampowered.com/app/1220600/Everyday_Life_Edengrall/

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c2e3f2  No.16807374

File: 1cba508114abe4f⋯.jpg (41.23 KB, 500x520, 25:26, a266c41937bdc6438e7da162f4….jpg)

>>16807368

>recent events & announcements

>NEWS

<sex

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1494d0  No.16807413

File: 9b1bc5ceaa21f4c⋯.jpg (15.5 KB, 220x202, 110:101, 9b1bc5ceaa21f4c7a391a4d215….jpg)

>>16807368

>Proto-yes dev

Nice!

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f450fd  No.16807416

File: c014de65499bc0c⋯.jpg (89.03 KB, 600x842, 300:421, average brazilian.jpg)

>>16807374

It's a fucking huezilian.

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96e4b2  No.16807426

>>16807416

Other side of the Atlantic, actually. But we kinda invented BRs, so I get why people would blame them on us.

Hope he completes his game, our country needs to surpass slavistan in reputation for vydia.

>>16807368

>Violence

>Sexual Content

>Drugs

>ILLEGAL DRUGS

Finally! It's the GTA vs Rune Factory crossover everyone was waiting for!

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787511  No.16807431

File: 58f4a5d0483d218⋯.jpg (92.46 KB, 842x840, 421:420, 58f4a5d0483d2187bad7286797….jpg)

>>16807426

What really? I've always thought you guys were brazilians, I've even made fun of you two a couple times for being hueniggers. I've been using the wrong meme all this time.

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3d8370  No.16807435

File: c8576d97ee938b2⋯.png (44.93 KB, 256x256, 1:1, wine.png)

>>16807431

>>16807416

You know i found being brbrhuehue shameful before, but now we have the second best President in the world, so its all fine and dandy. At least we don't live in Canada.

>>16807426

We had to use that age restriction setting because the girls will be using bikinis during summer, and you can make alcohol with cooking, its a "tick one box TAKE THE WHOLE PACK" kind of deal, but it is better than being sued later.

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787511  No.16807455

File: 85ed04e2ca3a55d⋯.png (674.57 KB, 636x545, 636:545, huehuehue.png)

>>16807435

>2nd best president in the world

Truth be told, it sucks to be Poortuguese right now, ever since the election all huehueniggers have been trying to come live here and they are all savages. And at least in Brazil you have the chance to make a small fortune and live well if you work hard enough, here in Portugal you are doomed to a live of mediocre income.

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3d8370  No.16807501

>>16807455

>And at least in Brazil you have the chance to make a small fortune

dude, we have like, 42% total tax, according to https://impostometro.com.br/ we work 153 days per year just to pay tax, it can't be worse in portugal, the best comparative figure I found was tax-to-GDP ratio in Portugal of 35.4%

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c3fcf8  No.16807579

File: 744372c1d47dc62⋯.png (4.64 KB, 256x256, 1:1, ClipboardImage.png)

I've been thinking about how to represent height/walls in a 2D tile-based game. Specifically, placing "cliff" objects that block movement. I am aware of how Factorio handles it, but while the game uses tiles, it is not strictly a tile-based game.

That is, the grid itself is 32x32 or whatever, but each tile has a buffer 16x16 between it. Does that many any sense?

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68c366  No.16807762

>>16807501

I had no idea, I'm living in a blessed country. I pay 5% Income tax, and 20% for buying shit. If I buy shit from the black market - it's 0%. And black market is pretty good here.

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183c69  No.16807794

File: cab370ad1f46bb2⋯.gif (3.12 MB, 640x480, 4:3, 1578455180832.gif)

File: 439a7f2b586792d⋯.gif (1.96 MB, 640x480, 4:3, yegwEfI2eU.gif)

File: a6ba4e19eae970d⋯.png (256.72 KB, 1600x900, 16:9, 1578445959429-1.png)

>>16796894 (You)

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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7bd747  No.16807814

>>16807794

>fake (you)

You are a nigger and a faggot.

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7e8f56  No.16807817

File: 52ac9e2598eeefb⋯.png (173.69 KB, 1566x521, 1566:521, example.png)

I haven't seen Nim Puzzler lately, what happened to it?

>>16807368

Good luck.

>>16807579

Do you need a buffer in every direction? Take a look at how X-Com: UFO Defense did tiles and walls. Tiles can have a floor, an object, a north-facing wall and a west-facing wall. They didn't need south/east-facing walls, because placing a north-facing wall one tile to the south achieved the same result. Attached image is of an urban building in MapView as an example, in order to help visualize that.

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b8cfe8  No.16807821

>>16807368

>Planned Release Date: December 2020

What

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183c69  No.16807836

>>16807814

I just copied my post from the other topic.

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36f026  No.16807856

File: 669fb07f6e742b6⋯.png (1.01 MB, 1348x653, 1348:653, 669fb07f6e742b617b1577902f….png)

>>16807455

>at least in Brazil you have the chance to make a small fortune and live well

Yeah, but you're stuck there afterwards. Their coin converts to chump change anywhere else on the world so you drop down at least one social class just from immigrating, not to mention how expensive vacations will be. It's honestly not that great for long term.

-t some desperate PT engineer that considered it before and now hates the young BRs moving here because of this shit

>>16807501

>42%

And I thought my 21% was theft, even though I know it's better used than your 42% considering the public healthcare or the police in both countries. Socialism really is fucked up, my savage friend.

>>16807579

I recommend against doing that for a few reasons.

First of all, you're left with far less space to detail whatever you place in-between tiles. Literally only half the space for a tile. It's going to be harder to convey just what exactly is there and even harder to make something pleasant to look at.

This might not seem a problem for walls, but if you start doing doors and windows or any form of decoration, then you'll see the issue.

If you're using pathfinding for the AI, you'll have to take Edges into account instead of using tiles only, which is extra overhead for seemingly no reason.

Corners and lack of walls are also gonna screw with you. You'll have to either make extra versions of walls (or anything that goes on your edges) and morph them accordingly to their surroundings so they mix well with each other or make a base sprite that connects well with others and doesn't look weird if there's no wall on a perpendicular edge to complement it.

Speaking of which, your tiles will still have to be drawn outside their boundaries so they fill the edges in case there's no wall there. You'll have to keep that in mind and see how they fit together and below the walls you place.

If the game is strictly 2D top-down view, actual 2D and not just isometric, there's really no reason to do this over having walls occupy an actual tile. Any extra space helps you to draw something better and sticking to tiles only helps to simplify your logic and drawing too.

If it was Isometric view however, that'd be a different thing since thick walls would look a lot weirder.

Pic related shows you how you can make some neat walls in an entire tile space in ways that drawing them over edges wouldn't really work.

>>16807817

>placing a north-facing wall one tile to the south achieved the same result

Dunno if X-Com let's you rotate the map, but if Anon's game supports that, this isn't actually true. Placing walls back-to-back lets you have different textures on their sides very easily and even lets you do some nifty stuff like one-way-mirrors or hidden doors.

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3d8370  No.16807887

>>16807821

Early Access release

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e69b96  No.16808065

File: 7dbe5067e7efa37⋯.png (21.33 KB, 286x125, 286:125, high impact sexual violenc….png)

File: d88057900e37fc3⋯.jpg (51.99 KB, 960x720, 4:3, predator.jpg)

>>16807368

oh my, can't wait to hold hands with Elly

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3d8370  No.16808196

File: 32597773a5896a1⋯.jpg (94.32 KB, 1280x720, 16:9, happy delinquent zombie.jpg)

>>16808065

There will be heavy blushing

We just had an idea on how to do the festivals, we want some feedback on it:

Festival planning happen on the first and third week of the season (28 day months) and the actual festivals happen on the second and fourth week.

During the planning there is a vote, any festival valid during the season can be voted in as long as it didn't happen already, so festivals are not set in stone, NPCs and Adam can vote on them.

The winner of the previous festival and the person who donated more resources will have extra voting power.

Festivals are not free, it costs resources to have them happen, and building structures for festivals is an actual job the player will be able to help with, takes the whole week to make the preparations, if the town is low on resources there will be no festival, donating resources is a good way to get rep with the NPCs.

After each festival there will be a feast during dinner time, you can eat for free during the feast even if you didn't take part in the festival, the food in the feast depends on the festival.

At first we want to have two festivals:

-Cooking Contest: during planning 3 recipes will be decided randomly, the contestants must cook the 3 meals on the contest day, you can bring any 3 ingredients and will be supplied with several seasonal ingredients, the average score of your recipes is your total score, the biggest score wins, during night time the contest food is used for the feast.

-Harvest Festival: the player must bring a seasonal fresh crop, it will be judged by quality, size and traits, the winning crop will be used by the NPCs as main ingredient for the feast.

There will be more festival types later, like Fishing Competition and some season specials like Spring picnic on a flower field, or Snowball fights in winter.

In conclusion, festivals will be a nice resource sink and something the player can feel invested in since he can help prepare it instead of just "the day you have to do savescumming until you win the damn prize"

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310bab  No.16808420

File: 30ab8224132476d⋯.png (1.09 MB, 1280x720, 16:9, ClipboardImage.png)

File: 55861428370bfc7⋯.png (177.82 KB, 338x2336, 169:1168, ogl.png)

File: afd08d13c199ba0⋯.png (2.55 MB, 3840x2160, 16:9, ogla.png)

File: 83d496a55dd5770⋯.png (231.8 KB, 772x1974, 386:987, front_view.png)

File: e8e5135ce917e99⋯.png (181.19 KB, 293x611, 293:611, ClipboardImage.png)

What makes a survival horror game good? I'm working on one atm classic fixed camera style but I need pointers and ideas.

Pic related are some of the weapons and models I've been working on. Last image is MC.

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ea49cf  No.16808429

>>16808420

Well, adding good melee weapons its a mistake for starters, since giving the player a reliable melee weapon through the game makes ammo conservation meaningless, just look at how easy silent hill 1 and 2 are compared to classic resident evil games.

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30ff56  No.16808501

>>16808420

Depends on how hard you wanna make the survival. RE 1,2 and 0 surprisingly had a good balance. Exploring a new area was extremely stressful because, if you didn't know the game like the back of your hand or exploit buggy AI, then you might not have enough supplies to make it through. Seriously, the transition to SH from RE is pretty jarring like >>16808429 said. I remember having around 100 pistol bullets by the end of SH1. That being said, a lot of indie survival horror games go way too hard in the other direction. To the point were it's just flat out tedious.

Honestly it's all about the atmosphere. Atmosphere in horror goes way further than gameplay.

>>16807856

>SS13

Noice.

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f54499  No.16808904

>>16807794

Nice! Are you making rainbow six with an overhead camera? I've always wanted to do something like it.

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4fbbd2  No.16808910

File: 557b1464600ed8a⋯.jpg (42.4 KB, 450x600, 3:4, timetodie.jpg)

I know html and javascript. What games can I make?

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4e664f  No.16808913

>>16808910

Browser tower defense game.

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306f93  No.16808920

File: db0bf16c6274973⋯.png (159.08 KB, 1366x768, 683:384, uhoh.png)

Here we go again. Making new sprites, this time I wont take half a year I promise. Walk cycle is already sketched out, going to animate a walk and run cycle for right-face then work from there. I need reference for these legs so I can make my walking up/downstage animations. I want to get to the jumping animations, I have some ideas. I'll have to make a universal jump anim so I can add wall jumping.

>>16808904

That is funny, someone actually threw that suggestion at me recently and it stuck. Someone mentioned making a pre-op planning phase where you browse a map with gathered intel and formulate a strategy from there. I don't want to do that, or rather I don't want it to be pre-op planning and instead allow the player to do the planning at any time during the mission. Might add a smaller in-game radar to the HUD. Gameplay is planned to be something along the lines of Xenogears meets Fallout, with a little bit of Vandal Hearts. No combat outside of turn based, it would get messy really quick.

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2ac977  No.16809192

>>16808913

How do I make that? Make enemies run point A to B while blocks prevent them? Have a time limit for the enemies to navigate a path?

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36f026  No.16809262

>>16809192

You use javascript to create the actual game and HTML to make a webpage for anyone to try it. Try Unity since it allows you to do exactly that and can be coded with javascript.

>Make enemies run point A to B while blocks prevent them?

You're making it sound too simple.

You have to create a grid on which obstacles can exist, both pre-fixed ones accordingly to the level and player-placed ones.

Then you have to code an HUD that lets the player to pick and place both obstacles but also towers that can damage enemies.

Then you have to create pathfinding logic to navigate whatever state your grid is in from spawn to defense point. You will also have to use the same logic to ensure the player hasn't blocked completely the path and prevent construction or allow destruction of obstacles and code pathfinding to take that into consideration.

Then you have to code the AI for your towers so they can detect enemies in range and attack them.

Then you have to code enemies that can use your pathfinding algorithm to move towards the goal, die when shot too much and any other fancy routine you want to include.

Then you have to code the game loop, how the player gets resources, spending them to build things, upgrading placed objects, waves of spawns and different levels.

Then you have to balance the game, the costs for the player, the resources he can get, the damage the towers and the monsters deal. This will be almost as hard as coding the whole thing.

Then you have to make a web page, host it somewhere and include your game on it. Shill the address and hopefully everyone will tell you how much fun they had playing it.

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99dbcf  No.16809281

Fucking UNITY is transitioning its multiplayer API for more than a fucking year now. What engine should I use to make a 2D co-op game?

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3d8370  No.16809381

>>16809281

Unity's, not even kidding.

It's on preview and whatnot, but the new dots networking is great.

The biggest issue is that it's performance is dog shit on editor unless you disable a bunch of stuff, but pretty good on the built version.

Download and check out the newest dots sample package and check it out.

I will just wait on it though, but if you really need to start your project today, it's good enough as it is

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4e664f  No.16809386

>>16809192

>Make enemies run point A to B while blocks prevent them? Have a time limit for the enemies to navigate a path?

There's about as many ways as you could imagine. You could have a predefined waypoints that they follow in order. You could make a really fancy b-spline travel mechanic to make them walk on curves. You could use a path finding algorithm. The map tiles themselves could have instructions for where an enemy turns to when it walks on it.

>time limit for the enemies to navigate a path

You probably don't want this though, sounds pretty awkward. Each enemy should have it's own speed and move to whatever direction it's moving, at it's own speed.

>>16809262

You're making it sound too complicated. The engine itself can be very simple, the hard part would be to do the balancing and add enough content (mainly enemies and towers) to keep it interesting.

Also host in itch.io. It's the best place to shove your games in, especially browser games.

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99dbcf  No.16809394

>>16809381

Damn, I've been waiting for almost a year because they said they were going to do this big ass update. I think I will mess around with it and see if it can work as it is.

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3d8370  No.16809406

>>16809262

>Try Unity since it allows you to do exactly that and can be coded with javascript

Not since Unity 5 (2015), but it can export to a webgl app and there is project tiny, made to make games for telegram/whatsapp or literal game ads (you play the ad), so they are made to be less than 100kb big, it's on preview and likely not able to actually use it to finish a game with it yet.

>>16809192

If you even consider Unity for that, take notice that some features are not available in webgl builds, but that's mostly the super advanced stuff like compute shaders and whatnot

>>16809394

The devs made a arena shooter project, of which I am pretty interested in the dots animation part of it , so it should be usable enough, but then there is the difference of the developer knowing exactly how to use the tool and the user that hardly knows anything, about it attempting to use it, especially since it is still heavily in development

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ad57c9  No.16809543

>>16809192

look up html5 game programming etc, there should be plenty of videos around. if you go unity might as well go all in and do it properly with c# (if you already know the basics of js learning it shouldn't be much of an issue)

word of warning if you wanna go js/canvas, lof of books are basically shilling some meme-framework, which does makes things easier but fuck off if you can't even mention it in the books title.

>>16809281

new one is still a while out, I've heard current one is meh so you'd need your own custom solution or something from the asset store. at least it works p2p compared to UE

>>16809406

>The devs made a arena shooter project

is it out yet? didn't see anything in the blog and unite copenhagen was months ago. maybe they're just waiting for 2019.3, whenever that will be released…

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3d8370  No.16809556

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99dbcf  No.16809606

>>16809543

Wait, UE has no p2p?

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b49bbe  No.16809718

Are there any good guides to learn how to create 3d models out of 2d references, and on how to texture properly?

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b49bbe  No.16809735

>>16808420

>What makes a survival horror game good? I'm working on one atm classic fixed camera style but I need pointers and ideas.

It's all a matter of what kind of "feelings" (eheh) you want your player to feel. Generally, if you go more for the survival part of survival horror, you want to have your player constantly reassess his resources and manage different enemies differently, so you can have a lower enemy variety like 7 different classes of them (which I heard is some sort of mental magic number) and just juggle their number and combinations according to how the player can react to them (one good example on how to do this right is Killer7, you have to prioritize enemies depending on their type and the distance from you, as well as the resource which in this case is your very limited health bar and the time it takes to reload and fire with the different characters).

If you go more through the "horror" path, you should scare the player in ways that they can't really experience otherwise. Aside from the fact that you want him to feel unsafe all throughout (giving him a slow, mechanical walk, or making his resources scarce or very weak or situational at best etc.), which can lead more to frustration than actually good gameplay, you want to basically fuck up with his mind. Have the game change stuff on the hud in ways that make him self doubt, randomly look like the game just crashed or his controls don't work a la Eternal Darkness, screw around with his screensaver, randomly turn on the game etc. The point is you need to make the player feel like the game itself is trying to give him the heebie jeebies and then transfer that sort of thinking to the characters' situation.

Also, use silence instead of jump scares. Like, put some ugly motherfucker right behind your player character so the moment the player looks back with his camera he sees this silent asshole breathing on his neck, doing nothing until on camera.

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9eff3b  No.16809919

File: d79aceac09b43f5⋯.png (4.1 MB, 1920x1080, 16:9, ClipboardImage.png)

Improving the look

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5610d6  No.16810315

File: 2a2574af95f5781⋯.gif (43.75 KB, 256x256, 1:1, testanim.gif)

>>16808920

Rough draft of right walking, going to work on upstage/downstage later today.

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122526  No.16810345

>>16809919

Colors are all nice, really like the autumnal tree's color on the top. I would desaturate the flame's color, it's a little on the yellow/orange side, and I think are paler flame would look a lot nicer.

Anyways, good job :)

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2af2de  No.16810354

>>16809606

>Wait, UE has no p2p?

nope

>https://forums.unrealengine.com/development-discussion/c-gameplay-programming/1647162-best-peer-to-peer-network-solution-for-a-multiplayer-shooter

so get ready to do all the stuff yourself (or buy it, no idea if there's something for it on the marketplace). however, there's also this:

>Listen Server Character Movement appears to have no Interpolation

>https://issues.unrealengine.com/issue/UE-32005

>Created: Jun 14, 2016

while I agree dedicated is usually the way to go, if you want a small co-op game it's usually overkill and has way more cons than pros, but you can't even do that properly.

>play 2 player co-op game

>mate is warping all over the place worse than quake 1 with a 14.4 modem

where it gets full retard is using some hacked together p2p solution for pvp like first contact entertainment did for FZH. imagine playing cs and the second you blast the host he disconnects and everybody gets booted to the main menu. of course you don't get any progression in that case. have fun!

>>16809556

>since December 18

well fuck me sideways. usually check the blog but for some reason they didn't put it there.

>>16809718

>Are there any good guides to learn how to create 3d models out of 2d references

this might be helpful: https://www.youtube.com/watch?v=OVbIOHAI3iY

>inb4 linking directly to jewtube

proper description, no shitty intro, begging for subs and other shit only at the end, no 30 minute video for 5 minutes of content, might as well give him some views

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e69b96  No.16810509

Demo day is close, so I would like to remind you of

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 in relevant thread on 8kun /agdg/ or /v/ board or Mark's /v/ bunker

>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 either Windows or GNU/Linux, 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 both Windows and 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. February 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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305665  No.16811158

Streamable embed. Click thumbnail to play.

Been doing some spriting.

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b49bbe  No.16811337

>>16810354

>inb4 linking directly to jewtube

I don't mind, thanks a lot friend.

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765fc1  No.16811344

>>16810315

looks good, is that a robot or an alien

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39755c  No.16811351

>>16811344

It's a furry.

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2a9464  No.16811369

File: 983621402b80bbc⋯.png (96.93 KB, 480x360, 4:3, 124235235.png)

>>16806927

>/agdg/ is back

>/vm/ is not

Fugg, my modding projects man.

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9eff3b  No.16811376

>>16811369

did you even have an active BO over there?

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2a9464  No.16811383

File: e20737529a7c858⋯.jpg (107.24 KB, 1024x1024, 1:1, su_100.jpg)

File: fd8bade7f9c0c40⋯.jpg (108.66 KB, 1024x1024, 1:1, ConVeh.jpg)

File: 5574eb74acdcdef⋯.jpg (97.34 KB, 1024x1024, 1:1, AutocannonTank.jpg)

File: 0c418406151d77c⋯.jpg (104.09 KB, 1024x1024, 1:1, T-64.jpg)

>>16811376

I'm not sure about it, the board was much slower than /agdg/ as there isn't that many anons doing modding projects. I'll prefer when another anon that has more experience with that to re-take the board instead. The vehicle models are mine but the ground textures and tree models are from different source, since I'm not that good at painting textures.

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d519a7  No.16811390

>had an idea but shelved it because shit at programming even after reading, trying and following advices

>draws assets, record sounds and everything but shelved it because as reason above

>give up, but then it comes all over again after playing a vidya

how do I get a funding to pay a programmer?

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4e664f  No.16811398

>>16811390

Programming like art and writing are not academic skills you can just read a book to get. They're skills that you need to spend years honing and practicing.

>how do I get a funding to pay a programmer?

If you suck cock well enough and swallow the cum then you could get it for free.

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ba6287  No.16811407

>>16811390

>because as reason above

what do you mean you were shit at the art part as well or gave up because you couldn't program. You could try posting your art assets somewhere to get people hiped. Or release them for other people to use since you'll never complete your game anyways, and that's better then letting them rot

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391545  No.16811501

File: a5e9ebcd043a96d⋯.jpg (7.51 KB, 282x282, 1:1, 135682961253.jpg)

Alright, so I'm getting the hang of multiplayer coding but something is bugging me. How do I make sure no desync happens over the AI or the environment?

I think I need a heavy book based on game networking.

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2a9464  No.16811517

File: 23d35b779993e68⋯.png (808.86 KB, 1025x536, 1025:536, 23d35b779993e68b1ddae916b2….png)

>mfw trying to take advance of A_Warp to improve the tank code

I made it several times worse and now the actual rotation doesn't sync with the visual model, which at this state I can not do additional stuff such as different camouflage and models "skins". here's the broken code: https://pastebin.com/B1bR8LwV . I still have the non A_Warp version but it's just a copy from brutal doom tank code. At this current state I need to fiddle around with the code much longer and I hope I don't need more ACS for it. Refactoring the weapon code was simpler to do, which with the bonus I can finally have different coax gun.

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96e4b2  No.16811717

>>16811390

Post your assets and idea here. Programmers will often work for something that they are passionate about or have fun working on, as long as they like the idea or find it interesting.

Alternatively, you can just promise a share of the profits if you intend to sell it.

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7e8f56  No.16811738

>>16811383

Can the T-64's machine gun fire, or is it just to complete the look? I noticed that the wheels inside the tracks on the T-64 are notably lower poly than the SU100. You might want to consider shaving off some length of the autocannon on your blue tank, because from this angle, it looks like it's extending as far as the spikes are.

You're going a good job, anon.

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323cdc  No.16811747

>>16811501

Whether or not desyncs are a problem depends on your approach to networking. FPS games tend to spam over gamestate information, causing any inaccuracies to be fixed within a few frames.

The other approach is to run a proper deterministic simulation. In this case, you need to make sure that the same code with the same inputs will always spit out the same outputs. This is half writing good code, and half making sure you actually produce the correct floating point instructions that produce the correct results.

If you want more in-depth information, feel free to ask. Tell me what you're trying to make and what requirements you have, if any.

>>16811390

As the other anon said, share what you make. Demonstrating your skillset and the dedication by putting in the initial effort goes a long way.

You can do it here, and there's also plenty other gamedev forums that do this sort of thing.

The only downside is that many programmers still want a good pay. If your project is non-profit, or if you don't intend to split the profits, you're gonna have a bad time.

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39755c  No.16811749

>>16811747

>and half making sure you actually produce the correct floating point instructions that produce the correct results

Or using fixed point math.

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2a9464  No.16811761

File: 82363bf3186cdb6⋯.webm (7.79 MB, 420x236, 105:59, KKnD_Intro.webm)

File: 81303ad57e9e699⋯.png (243.55 KB, 641x476, 641:476, Autocannontank-render.png)

File: 49dace124330bdf⋯.png (252.27 KB, 645x472, 645:472, Autocannontank-render4.png)

File: c92b4cf38ddb7ce⋯.png (136.86 KB, 640x480, 4:3, KKnD Autocannon Tank.png)

>>16811738

>Can the T-64's machine gun fire, or is it just to complete the look?

In the ditched RTS project? Yes all Coax Guns will be useable when possible, as well grenade pods. Actual smoke grenade is a bit of a bitch to make as it would require far more scripting depending on the game I made mods for, so I often make explosive/flare grenades instead, Microtank has explosive grenade pod and flares, ARWM one has only explosive grenades. I do try to research somewhat a lot about tanks which is one of my favorite subject.

>I noticed that the wheels inside the tracks on the T-64 are notably lower poly than the SU100.

I made it for Microtank (SU-100) so I made it on purpose much lower poly than the rest since I except around 100-200~ hostile units to deal with at once, and Graf didn't properly optimized his newer OpenGL code either since Zandro 3.1 OpenGL code is much faster. I have to admit the polygon count of T-64 is a bit inconsistent since I made it for the RTS game. When I load up the lexicon wad in GZDoom it lags awfully bad yet in Zandro it just works fine.

>some length of the autocannon on your blue tank, because from this angle, it looks like it's extending as far as the spikes are.

It's based on the Autocannon tank from KKnD 1 so it's fictive design.

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391545  No.16811765

>>16811747

Wouldn't that checking of inaccuracies be expensive?

I want to make a co-op metroidvania, so I don't really care about checking for cheats or things like that, I just want to know about how the handle the latency.

Example: Monster AI wants to charge at player1, but player 1 changes location 150ms before changing at player2 screen, so Monster AI at player2 screen would have a different outcome in his pathing.

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e4a8f9  No.16811785

>>16808910

I know Powerpoint. What games can I make?

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39755c  No.16811813

>>16811785

Take a look at some examples

https://powerpointgames.uk/

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323cdc  No.16811831

YouTube embed. Click thumbnail to play.

>>16811765

>Wouldn't that checking of inaccuracies be expensive?

You don't check for inaccuracies. The server periodically sends its gamestate to the client, which the client then extrapolates from to cover up lagg. The extrapolated state is inaccurate, but it is discarded the moment the server sends a new gamestate. This is what fixes the inaccuracies.

>I want to make a co-op metroidvania, so I don't really care about checking for cheats or things like that, I just want to know about how the handle the latency.

>Example: Monster AI wants to charge at player1, but player 1 changes location 150ms before changing at player2 screen, so Monster AI at player2 screen would have a different outcome in his pathing.

Either you take the above approach, which is known as "Dead Reckoning". Or you implement rollback networking (see embed), but that's more complicated.

This is all easier said than done, and has massive design implications in how you structure your code and data structures. You need to design your entire project around how it should work in networking if you want it to have multiplayer.

Alternatively you can forego making an actual structured approach to networking. Some games do this, and end up with a buggy mess that never "just works". In that case, you can just stack hacks on hacks to make it work the way you want it. For your example, you could make it so that a monster & it's AI is always owned by one client, and have that client stream over the things that entity does. (Including information like the exact position.)

Dark Souls 3 actually does this. When a monster targets a player, then the player it targets owns the monster. If your PC isn't capable of running the game at full speed, then the decision making of the monster wouldn't run at full speed either. This produces the fun behavior where sometimes a monster would aggro onto a potato pc player, attack, and then stand still doing nothing for half a second because the attack didn't finish on the potato pc player's perspective.

What approach is best for your project is hard to say.

Dead Reckoning is the simple "tried and tested" approached used by many games, but if you have to send over a lot of data (e.g. if you have a large world with lots of entities), then this wont work too well.

Rollback is still relatively new, and hasn't been implemented by a lot of games yet. It requires that you game can simulate at a very high tickrate, meaning the computational cost of your game can't be too high.

Discarding a structural approach is also an option. Under time constraints it sometimes even is the best one. But you'll be forced to stack tons of hacks ontop of eachother, inevitably creating odd behaviors like https://www.youtube.com/watch?v=uFgo-trRpVo that can only be fixed by completely neutering some mechanics or make them plain unusable under poor network conditions.

>>16811765

Powerpoint is turing complete so you can technically make anything.

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391545  No.16811851

>>16811831

God damn, didn't think it would have that many approaches. Thanks for the info, I will think through on how I want it to be before going into it.

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3d8370  No.16811864

YouTube embed. Click thumbnail to play.

>>16811851

Unity keeps track of the last X cycle's game states and sends only the differences or some crazy shit like that

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323cdc  No.16811889

>>16811864

Yes, that's dead reckoning.

Sending over only the delta changes instead of the full gamestate is something many engines do, including Quake 3 from two decades ago: https://fabiensanglard.net/quake3/network.php

I just didn't mention it since it's not a necessity, nor does it solve the problem that your gamestate can't become too big. It just moves it from "entire gamestate" to "everything that changes in your gamestate". Which in many games is still a significant portion of the data.

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2af2de  No.16811965

YouTube embed. Click thumbnail to play.

>>16811851

it's one of the reasons people roll with existing engines. here's a more recent talk about the latest sample mentioned in >>16809556

iirc unity guys said they want to offer different solutions for different games later on (which can take a while, can't find it right now), might be worth considering.

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b9ec02  No.16812077

File: 77f25ad248bd805⋯.webm (392.24 KB, 400x300, 4:3, RemakeTest1.webm)

File: 62dbde3efcd630a⋯.webm (688.96 KB, 400x300, 4:3, RemakeTest2.webm)

Update for my shitty Uncommon Time Tactics game:

>Remake 1:

Fairies no longer have an HP pool, but instead use their MP in place of HP. Given the lore we see in Duet, CODA, and (to a lesser extent) the original game, it appears that fairies are made up of mana, which is why using up too much of it destroys them.

Old Man's gimmick has been changed. Old Man is now an "empathy" healer, in that he pulls wounds into himself in order to heal and also has the ability to push wounds onto others. After I had completed his original gimmick, I honestly hated using him during testing; he was just way too passive. Everything he did relied on enemies hitting him, and until an enemy did that, all he would do is just end turn over and over. I also didn't like the fact that he was ANOTHER taunt-tank, which was supposed to just be Alto's tank mechanic (though at this point both of Fugue's ghosts also use taunt when in their tank form. I really want to see if I can think of anything else I could do for them, but for right now taunt is all I can think of). In a conversation I was having with a friend, he had mentioned that tanks, at the end of the day, take damage for people and asked what if he could just take damage for people after the fact. I thought the idea was brilliant and used that as the basis for the character remake.

>Remake 2:

Hypatia's gimmick has also been changed. Instead of going along a wheel of elements, Hypatia now chooses the element of her spell before she casts it. Additionally, Hypatia now has two types of spells: "Charge" spells and "Finisher" spells. Charge spells charge the elemental slot of the chosen element. Each slot can only be charged once without being cleared. Finisher spells will be cast with their chosen element and will then re-cast for every charged element. Afterwards all charges are cleared.

I still have no idea what to do with the last party member.

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166805  No.16812298

File: 8f5b6311a8512fc⋯.pdf (749.84 KB, bgnet_A4.pdf)

>>16811851

>>16811501

>know the difference between delay netcode and rollback netcode

>GGPO source code is open to look at and use; GGPO is both delay and rollback, but heavily uses rollback and delay is only to add a bit more consistency/robustness

>knowing what is a game state and knowing what to update properly

>learn a bit of networking if you haven't

>beej's guide to socket programming for low level autism

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4a5fc2  No.16812352

File: e3f0385db7bea93⋯.png (44.62 KB, 1600x900, 16:9, Screenshot_20180103_234953.png)

There was this trailer for a decent looking 2d brawler/platformer filled with 8chan memes like travis-two-knives, and had graffiti on buildings saying "hotwheels is alive." It was shown once, people seemed exited, and nobody fucking ever mentioned it ever again . Does anybody know what I'm talking about? What the fuck happened?

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be14da  No.16812404

It's been a while since i posted here

Used to post here about an RTS game called the rebellion

have since abandoned the project since the codebase became unmaintainable

started working on a new projects a few months ago

It's gonna be a total war clone with mythological units and god powers like the stuff in age of mythology

I'm making it in irrDAW

anyway i wanted to see if anyone was interested in joining in the project. While I do intend on eventually releasing the game right now it's just a hobby and mainly for fun.

can post more info if anyone is interested

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2a9464  No.16812415

File: d6f1f1cbbc31015⋯.jpeg (167.89 KB, 680x743, 680:743, 10bec420-d4a3-49cb-98ad-b….jpeg)

>>16812404

>Used to post here about an RTS game called the rebellion

Oh hello, it sucks to hear that your codebase got fucked over. At least good to hear something from you again, I thought you went missed in action.

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8b3ec3  No.16812522

File: b5b5e199f35ec8c⋯.png (115.44 KB, 448x384, 7:6, rodrigo.png)

made an original design, pls rate.

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323cdc  No.16812535

File: b2608aa919a8c6f⋯.png (151.6 KB, 448x384, 7:6, ClipboardImage.png)

>>16812522

Why the big frown?

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8b3ec3  No.16812547

>>16812535

dunno, lol.

He's a carpenter.

Gotta try to see if I can make a Max Rodri Royale.

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8b3ec3  No.16812589

File: aafb22fefb0bcd8⋯.png (4.98 KB, 640x640, 1:1, idle.png)

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7a229f  No.16812655

File: be6ee197d4acbd4⋯.jpg (44.8 KB, 686x493, 686:493, 1574954343717.jpg)

>>16807368

>rando dev does early access

>/v/ flips shit and says what a bad practice that is

>/agdg/ dev does early access

>applause all around

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69b95f  No.16812715

shmup anon here.

I have been putting the shield effect in place, since internally it was already taken in account, I thought "well, adding some visuals wouldn't be difficult, what can go wrong!"

Only to realize that I have to sprinkle change everywhere since I have to add data related to animation with impact. I was also wondering how I would show a model with minimal change and… Turns out it's quite possible.

Since shield is using a unit's data, I only had to add some data in the unit structure, and generate a drawing manifest with the existing data, but instead of rendering unit model, I just ask to draw the shield model with a different shader. That way I don't even have to upload more data (beside shield impact in a texture buffer). There's some waste since I also re-use data on unit that have no shield, but then I have to measure if filtering data and resending compact data, or sending multiple drawing manifest would be better, or since I'm using so few tris that it doesn't matter… Can't be bothered with that right now.

Result: It works, but the display seems to want to use a texture while I don't use one, it's probably in the shader. So right now I'm checking the whole loop since I had to make code change a bit everywhere. Hopefully, other effects like unit movement trails or other is reusing the current particle manager, so I don't have to add new code.

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30ff56  No.16812731

File: 2752510e6416bc6⋯.gif (1.06 MB, 266x268, 133:134, 6b122e401d638a67f72a268d40….gif)

>>16812655

>rando dev does early access

>/v/ flips shit and says what a bad practice that is

Factorio is early access.

>/v/ = /agdg/

I wonder how many regulars of this thread actually go to other threads. It's kinda mindblowing how disconnected from reality the rest of the board is. It's almost like they think gamedev exists entirely in a vacuum and things like free time, paying bills and buying food and energy/motivation don't play into the process at all. Everytime I see anons give their hot takes on how games should be made I have to wonder if they pull their economics from leftypol.

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ccfa14  No.16812736

File: 0a61a4a6363d0cc⋯.jpg (83.51 KB, 678x636, 113:106, Shadow_trash.jpg)

>>16812655

>download demo

>this game is not yet available on steam

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391545  No.16812760

>>16812298

>>16811965

You fucking baboons are making me read/watch so much I will fucking implode on my cellular structure.

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be14da  No.16812762

>>16812415

>Oh hello, it sucks to hear that your codebase got fucked over.

ah it was my own fault neglected code quality for a long time.

>At least good to hear something from you again, I thought you went missed in action.

life just happens, pretty much had to become a normie get a job get a gf move out. But I realised gamedev is still my passion so I'm getting back into it

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3d8370  No.16812772

>>16812736

I don't get your point, you can play the demo even if the game is not out.

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ccfa14  No.16812787

>>16812772

Context clues.

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323cdc  No.16812795

>>16812760

You didn't expect multiplayer to be easy, did you?

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39755c  No.16812797

>>16812787

Your argument appears to be "it's not early access, it just has a demo".

You do realize the dev explicitly stated in this very thread that it is going to be Early Access starting at the date shown on the Steam store page, right?

I personally have no problem with Early Access as long as it's done right it rarely is, but I'll give the brothers here the benefit of the doubt but your attempt at defending them is retarded.

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3d8370  No.16812810

>Spend the entire day juggling files attempting to make asmdef files work in Unity

>Circular references everyfuckingwhere

>Butcher a lot of classes and get nowhere

>Revert to last commit

>Convert the biggest class in a dll

>Compile time from 28 seconds to 19

What a wonderful productive day, tomorrow I will try going one piece of code at a time rather than attempting to split the entire project in a billion asmdefs, so that at least I get some checkpoints, because I know for sure some stuff can be split from the active code

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30ff56  No.16812839

>>16812797

Why are you giving the retard attention?

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7e8f56  No.16812842

What are some good places to post for visibility? Do people here post on twitter (or other social media) with any degree of success? What about posting on development blogs separate from agdg? What are good places for development blogs?

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b99c73  No.16812857

>>16812842

Itch and Gamejolt. People on those websites are looking for games.

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30ff56  No.16812869

>>16812842

I would just look at where successful indies that stay out of the SJW shit got started. Factorio, Darkwood, Pnumbra/Amnesia (TDD not AMFP), etc. I know speebot/phantom dev has a twitter he posts on a lot but I don't know how much success it nets him. Notch use to just shill his game on 4chan and a bunch of forums.

Other than that it's really all about connections. I remember there was a GDC conference talking about how to go to a indie game event to show off your game and all the clever ideas you can do to pimp out your stand and attract people. At the end of the presentation the presenter literally said "Yeah none of this really matters, you go for the connections. I met this guy from extra credits who got me a deal with this label, etc". It's pretty disgusting.

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391545  No.16813313

>>16812795

Y-yes? I'm just sending bits over some cables…

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39755c  No.16813468

>>16813313

Imagine if you will, you were a CPU. A cycle is like a second to you.

You are sending mail (bits) hrough a mail service (cables) that wil arrive days later. The recipient has to spend hours trying to predict what he'll get, then send more things back to you that also take days. Worse, some letters can be lost, arriving even later than newer mail, or never arriving at all. Hell, be glad the numbers in the letter don't randomly change as far as you're concerned, because you have an accountant doublechecking everything. (Your computer's networking already has parity checking. Bits can randomly flip when sent over the internet)

Does that sound like an easy way of working to you? Imagine if you had to run a business like that.

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305665  No.16813721

File: e68f0d63fce44b2⋯.png (251.1 KB, 1920x1080, 16:9, ClipboardImage.png)

File: bcac10b7657bea1⋯.png (234.41 KB, 1920x1080, 16:9, ClipboardImage.png)

My character sprites are kinda large.

Biggest character here is just under 122 pixels tall.

The idea is that the player character (one on the left) is a child, the middle one is just a normal adult NPC and the rightmost one is an amazon who takes care of her.

Adults are only seen in safe areas and all they do is stand/walk around, but the character on the right follows the main character around (in secret, like hiding behind trees and bushes) and does stuff for her.

I know it'll take more effort to animate but I'm more concerned about whether or not it'll look good. Does anyone know of any pixel art games with large sprites?

I don't feel comfortable working at a lower resolution because I just can't get the amount of charm and expression I want in sprites smaller than this. One pic is a test of doing things at a lower resolution (56x56). I can't seem to do it. Lower resolutions I can work at just fine but this middle resolution is a problem for me.

Also I really don't feel like completely redoing all the animations I have done already.

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a4d816  No.16813755

File: 481ae159bbaade6⋯.png (200.55 KB, 489x479, 489:479, ClipboardImage.png)

What are the proper steps to make a c++ program compatible with Windows 95? My actual project is out of the question at the moment but even a very simple test with some Cout and Cin on the command line throws the following error

>linked to missing export KERNEL32.DLL:InterlockedExchangeAdd

As far as I get it, the program expects functions that simply don't exist in Windows 95's Kernel32.dll file, as they were introduced XP onwards. I figured those would be ones required by GLFW or some other graphical functions but a no-library project still gives me shit and I'm not certain why.

I tried including windows.h, using the WINAPI WinMain instead of the regular main and defining WINVER as 0x0400 and that seemed to have no effect.

I suspect I either overlooked something simple in my actual code, which I haven't seen so far in examples of other people discussing this, or it's down to my compiler (MinGW). If it's the latter, is there a particular version that I should try using, or some bullshit I have to configure? If it's the former, what the fuck is it?

This shit has been driving me nuts for a bit now and I'm out of ideas entirely.

inb4 I just have to install something or it's just my machine in particular being a shit

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c3fcf8  No.16813762

>>16813755

Do you not have to use a legacy compiler to make that work? I have no idea.

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ceb0be  No.16813780

File: 05dff86e94e577e⋯.png (203.05 KB, 402x372, 67:62, Loli Schirmmütze _loli _sf….png)

HOLY SHIT I VE MISSED YOU FAGGOTS

I see you already ruined the place with the webm dump threads and same ol generals, eh, can't be worse than going back to where is was taking shelter.

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323cdc  No.16813818

>>16813313

The problem you're trying to solve is simple: The clients are not in sync.

Unfortunately, latency makes a perfect solution impossible. Instead you're forced to create something that feels "good enough", using one of many approaches, each using different trade-offs to deliver the best experience for that particular product.

Not only that, but what approach to take and how to adapt your code to it is complicated to the point that engines like Unity and Unreal can't offer simple solutions. That should've been your first hint that "just sending bits over some cables" is a gross oversimplification.

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a4d816  No.16813820

>>16813762

I know others have gotten it to work using MinGW, though fuck knows what version. No indication that they had to use any legacy compiler so instead I just tried a MinGW version from around when their question was posted, 2013. That's probably my next avenue to try,though legacy versions of MinGW are a pain to get working.

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1494d0  No.16813841

>>16813755

>Windows 95 programming

Good lord. I want to ask why but at the same time I kinda want to dig up an old Win95 computer and play old ass games on it

It probably depends on the compiler and IDE you're using. A modern version of Visual Studio is out of the question. It's probably linking all sorts of retarded bullshit. You likely need to use something old as fuck like bloodshed devc++ or just straight up gcc and makefiles.

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323cdc  No.16813864

File: c81a710202d9779⋯.gif (273.07 KB, 320x240, 4:3, pet.gif)

>>16813755

https://stackoverflow.com/questions/59765052/is-it-not-possible-to-run-compiled-c-applications-in-windows-95-and-windows-nt -> http://www.mingw.org/category/wiki/how_to

>When compiling, the compiler doesn't seem to find the correct definitions for a specific Windows version or a specific Internet Explorer version. Why is that?

>>You need to set defines _WIN32_WINDOWS, _WIN32_WINNT, WINVER and/or _WIN32_IE to the minimum platform you plan to support before including the windows.h header file. Possible values for these definitions can be found in the header w32api.h file.

Defining WINVER is important, but there's also a bunch of other vvariables that apparently need to be defined. It should also be done BEFORE including header files.

I'd tell you to compile on the OS you're targeting, but I have a feeling you're only targeting Win95 because you're on it.

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a4d816  No.16813881

>>16813841

>Good lord. I want to ask why

It's really simple. My game is styled after a platformer from 97 so it should be able to run on Windows 95 and ideally on processors of the time but I think that's too tall an ask in terms of good performance, I'll do my best anyway though It always bothers me how many poorly made lazy San Francisco indies have "old-school" styled games made in Unity that have modern hardware requirements. As it stands, my game runs on XP but that's not good enough God damn it. It's retardedly stubborn and stubbornly retarded but I know it's something that'll nag the shit out of me if I don't get it done. Call it a fun experiment.

>>16813864

>I'd tell you to compile on the OS you're targeting, but I have a feeling you're only targeting Win95 because you're on it.

That is something I thought about but it'd be a bit of a pain in the ass considering my main development machine runs Win7. I don't mind making a legacy executable as long as it works, though. As for why I'm trying to compile for 95, read above.

Thanks for those sources though, I dunno how I didn't come across them.

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1494d0  No.16813895

>>16813881

You're gunna have to let some things go eventually if you ever want to finish your game.

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c3fcf8  No.16813935

>>16813895

My ideal game would run on XP or at least be compatible. It's not a bad idea to learn a bit about older platforms as newer ones become more draconic.

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391545  No.16814096

File: 363bdcbf91e914b⋯.jpg (62.83 KB, 399x382, 399:382, 135420760479.jpg)

>>16813818

>>16813468

I just came into the info that GGPO is now under MIT license and it should make it more simpler for me.

These kind of problems have already been fucked over by so many professionals that the best solution is to implement what they think is best.

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a4d816  No.16814327

File: 938b614646bbfc4⋯.jpg (1.35 MB, 2373x1932, 113:92, It is now safe.jpg)

Update on the Windows 95 situation, I got it to work. Had to downgrade to Visual Studio 2005, which seems to be the last version that can still support Windows 95. It started giving me a similar error to what I had, but instead lacking the command IsDebuggerPresent.

After hours of Googling and various solutions, I found one on a japanese blog that worked.

I simply included "windows.h" and used

<EXTERN_C BOOL WINAPI _imp__IsDebuggerPresent(void) {return FALSE;}

immediately after it.

Source:

http://blog.livedoor.jp/blackwingcat/archives/1432566.html

I also tried using "w32api.h", "NewAPIs.h" (created specifically to solve this and similar issues), defining WINVER and _WIN32_WINDOWS, as well as several other one-off solutions. One was a variation of the command above that worked, just lacking the EXTERN_C part, and it did not work.

Thanks to the anons for your help, you got me on the right track.

Now that I actually got it working, the next step is Linux and Mac compatibility. Considering how much of a clusterfuck this was, I can only imagine what a nightmare it'll be if I don't start this as early as I can.

Sidenote, the "It's now safe to turn off your computer" is the comfiest thing I've seen in ages.

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1494d0  No.16814353

>>16814327

>Had to downgrade to Visual Studio 2005

Called it.

>the "It's now safe to turn off your computer" is the comfiest thing I've seen in ages.

Blast from the fucking past. I haven't seen that in so long.

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c3fcf8  No.16814358

>>16814327

>>16814353

>Modern computers don't say that it's safe to turn them off anymore

>Ignorant consumers have been turning them off blindly for over two decades

Why do the companies lie to us?

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a4d816  No.16814449

>>16814358

It actually is an option in modern Windows, you just have to enable it and it looks like shit. In Windows 7, you know that "Starting Windows" font? Just uses that instead of comfy giant orange.

>>16814353

Even VS2005 doesn't work out of the box, actually. Seems like it needs different fixes for different people, whether it's "NewAPIs.h", defining WINVER as 0x0400 or linking their own modified Kernel32.dll file, or doing what I did. I was fully expecting needing to downgrade further when fix from a random Japanese blog, which is one I already tried but slightly modified, suddenly worked.

I assume it might be possible to extend this function and disable everything else that MinGW was looking for but considering a MinGW-compiled executable of the same code is three times the size as one of VC++2005, I can only imagine how much needless shit they're loading in there.

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b49bbe  No.16814511

>>16811369

Make one on anon.cafe or julay.world and ask the guy in the op to include the board then

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a7d9fd  No.16814597

File: 8aa1dcab3cc2225⋯.mp4 (7.89 MB, 320x240, 4:3, Summoner Geeks.mp4)

>>16812655

I don't like Early Access and don't buy anything from it, the whole thing was created thanks to DayZ and the less said about that game the better.

I can admit that good games have comes out out of it though, and I have bought a few.

If the dev delivers good job, if he doesn't I wasn't dumb enough to fall for his deal.

Also, /v/ isn't one person and tons of retards will just shit all over everything to fit in.

That's besides the crossposting and spamming cunts.

The launch of Kingdom Come and Grimoire were filled with shitposters derailing the threads for example.

Resident Evil 2: The REboot is still hated because it's indeed a shit remake despite being advertised as being one yet being more of a reboot.

You'll still have faggots pretending like the game is shit when it is pretty good.

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3d8370  No.16814638

>>16814597

>the whole thing was created thanks to DayZ

I believe it was actually Mount&Blade Warband

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13a68b  No.16814774

>>16814449

If you have troubles in the future you can look into gcc or clang. There's a lot of compatibility paranoia around the people who use those compilers. Gcc is old as fuck and bloated out the ass so clang might be more optimal, but gcc is more likely to have a version that succeeds. Also bloodshed devc++ like I mentioned earlier. It's an old dead IDE that stopped getting updates around 2005.

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c3fcf8  No.16814783

>C#

>Never touch Predicates because they seemed confusing

>They're just a delegate that takes (T) and returns bool and used a lot in search functions

Huh, neat

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13a68b  No.16814790

>>16814638

DayZ poisoned the well way more than any other game. There were a lot of really notorious examples, ones that are way more egregious, but DayZ was the one that blind sided the most people. Really the reason why it's not the absolute definitive textbook example of early access bullshit is because Valve opened the floodgates for this shit. In it's wake there where 100s of 1000s of early access games dumped onto steam. I can't find the chart, but steam got more games in a single year than in it's entire history combined for 2-3 years in a row.

After DayZ the early access portion of steam was really innovating in a way the industry hasn't seen since 3d graphics. It was constantly finding new lows that's none would even conceive as acceptable. Shit like, games on the store that don't even have an executable. It's like they're in an arms race with crowd funding.

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3d8370  No.16814960

File: f8eecc7077b487e⋯.png (243.64 KB, 1202x955, 1202:955, Anna.png)

Making Anna the Oni, she is going to be the AraAra SnuSnu option

She is going to hit her horn against door frames daily

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f54499  No.16815007

>>16812655

Most /agdg/ devs don't hang out in the other /v/ threads. They wouldn't be able to finish a game if they procrastinated heavily. This thread is a board of it's own.

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a4d816  No.16815012

Apple's infinite wisdom pisses me off. There are now so many versions of OS X that it's impossible to find any info on MacOS that predate OS X. I've been looking for a Virtual Machine/emulation solution (found one ancient one so far) but nearly all results are for OS X 8 instead of MacOS 8.

And speaking of which, does anyone with experience know how fucked compatibility between the various OS X versions is? I assume OS 8 and 9 are out of the question pretty much non-existent compatibility from my reading, but even new versions of OS X have trash inter-compatibility, but I assume that's moreso for modern software development. I do hope that it's not as bad for a simple program that relies mostly on old C++ and OpenGL functions.

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f7fc28  No.16815024

>>16815012

Sheepshaver is the thing you're looking for.

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a4d816  No.16815031

>>16815024

That's the first one I've come across, yeah. Found a whole list of them with tutorials here

https://www.emaculation.com/doku.php

Feels like touching a cancer patient, considering I've never used any Apple OS in my life aside for my Grandma's iPhone for five minutes before giving up on it in pure disgust. Classic Apple stuff seems cool, though, I wish I had more experience with it.

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6e171a  No.16815039

File: 28667d63f031384⋯.jpg (10.42 KB, 560x400, 7:5, 1425138463000.jpg)

>>16815007

>They wouldn't be able to finish a game if they procrastinated heavily

>AGDG dev

>Finished

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13a68b  No.16815118

File: dba87c9bd11498b⋯.png (15.38 KB, 341x124, 11:4, dba87c9bd11498b0e62bffba08….png)

File: d2b5957fe2e8b20⋯.mp4 (3.26 MB, 800x600, 4:3, 1467551363192.mp4)

>>16815039

I have no idea how the anons who finish their games do it and also work a job. That phantom path dude almost has his 3rd finished game on steam. I remember the days were he was finishing up his first one and just started Speebot. I'm at the point where I'm just saving all my money to move to the Philippines or Innawoods, just to focus on nothing but my game.

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5b0f9a  No.16815124

>>16814960

Can I hit my horn into her wire-frame if you catch my drift.

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874d29  No.16815244

>>16814790

looking into early access is not much different than buying a game. a $60 game you would look at the technical state, length, replay-ability (if you're into that) etc.

EA is track record of the company, progress so far, quality of update etc. plus I can hardly remember a full price EA game.

if you are a sheep and buy games solely based on screenshots it's your own fault, early access or not.

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30ff56  No.16815261

>>16815244

Hind-site is 20/20. I think DayZ blind sided so many people, because early access had just came out. Given how some resemblance of standards existed on Steam back then, the game was also massively popular (gives it credibility to normalfags) and a lot of games like TF2 had a track record of being constantly updated… It's easy to see why so many people would fall for the trap initially. This happens everytime a huge change happens. The first wave of people reliably get burned by it.

I can gladly say I have never purchased an early access game aside from Factorio, nor contributed to any crowdfunding period.

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c3fcf8  No.16815266

>>16815261

The first game that disillusioned me was Starcraft 2. It wasn't up to my standards and I stopped trusting games. I got burned by early access (specifically I think it was MN9) but I only lost $40. I have a friend who loves robots and he spent over $200 on it.

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874d29  No.16815336

>>16815261

>Hind-site is 20/20.

dunno, hardly ever get burned because I hardly buy stuff at release, so even for early access stuff there's a bit of track record to draw conclusions from, so I tend to get at least my money's worth usually.

same way I didn't buy into the NMS hype because it was obvious pretty early it would be nowhere near what people expected.

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30ff56  No.16815346

>>16815266

I never got turned off by one game. It was that awful period between 2009-2011 were DLC was taking off implying games were going to be more cheapened for quick profit, Capcom just nickle and dime every single fucking thing, Valve starting the manneconomy with $20 hats, every reviewer giving +90s on every mediocre title (obviously paid off), and the state of the industry that made me super jaded.

>>16815336

I wasn't really talking from the typical anons perspective. Not really sure how many here got burned by it. Majority of normalfags still get hyped for new releases. It's only very very recently thanks to Bethesda that they're starting to be more cautious.

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ead243  No.16815792

>>16814960

Needs more muscle

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2954ac  No.16816037

>>16815346

>only very very recently thanks to Bethesda that they're starting to be more cautious.

considering that molyneux pulled those stunts 20 years ago and spore came out 12 years ago, I don't believe people will ever be get wise.

sucker born every day as they say.

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1494d0  No.16816122

>>16816037

I don't know if it was ever this bad for the normalfags. Geek culture has never been so prevalent for them.

Fable didn't burn the normalfags. I don't think the majority of people who bought that game even knew who Molyneux was. It was during that period where PC devs moved over to the consoles to get a newer more ignorant audience. It killed his reputation inside the industry and with people who pay attention, but to the never ending mass of normalfags a lot of them thought it was a good game. It's like Oblivion/Skyim. It pissed off the fans, but the normalfags ate it up with a smile on their face. It did well enough to get 2 sequels. I don't really know how the normalfags viewed spore to comment on that one.

I don't think I've seen normalfags get fucked nearly as hard as they did with 76. Bethseda essentially spit on the ones who pre-ordered for that bag and the nuka dark thing. What they did was such a level of bullshit they had to distribute $5 gift cards, just to trick the fans into using it so they couldn't sue Bethesda for straight up lying If they used the card that's essentially settling. It's something that could really occur in this type of environment. Normalfags have been conditioned with a decade of being sodomized with shitty nickle and diming AAA shit that the companies think they can get away with this shit. It wasn't even over-promising. It was straight up theft.

EA's Battlefront shit is a close second, but they didn't straight up lie to the point of being legally liable.

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3d8370  No.16816801

File: 5defe0aec4c0ef9⋯.png (1.34 MB, 1011x891, 337:297, ClipboardImage.png)

big improvements to the grass system

this is running at 60 fps on my machine, used to be 20~

gonna make the LOD version so that you can see the whole place lush green rather than it stopping suddenly

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3d8370  No.16816950

File: a24a55047172510⋯.png (69.1 KB, 806x891, 806:891, anna dress.png)

Now to the nightmarish tasks of making the shape keys that will allow this dress to fit on any girl and the weight painting to make it move well when she walks

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391545  No.16817207

File: d1363f88cec4765⋯.gif (847.67 KB, 244x250, 122:125, aaaaaaaaaaaaaaa.gif)

Jesus fucking Christ of Nazareth, I must have autism. When I finally decide to work in my game I get the feeling I need to practice my art, and when I'm drawing I get the feeling I should work on my game. Help me.

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efccee  No.16817226

>>16817207

Try using the pomodoro method to help you focus on one thing at a time, and give yourself permission to fully focus on that one thing.

The basics of the method is this:

1: set a timer for 25 minutes

2: work on one task for 25 minutes

3: when the timer goes off, check that item off your list

4: take a break for 5 minutes

5: set the timer and go again

This way you can put 25 minutes into just programming, then take a 5 minute break to get a drink and shitpost, then go back to work for another 25 minutes of full focus on art, and keep going like that

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391545  No.16817273

File: 26eb79c69c6a1a1⋯.jpg (64.48 KB, 493x416, 493:416, 141168243686.jpg)

>>16817226

An actual good idea.

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b49bbe  No.16818127

File: 69987be135f33b0⋯.jpg (50.24 KB, 324x540, 3:5, arditi.jpg)

Hey friends, excuse me if this has been asked already, but I recall there being some "World War 1" inspired RTS with 3d or pre-rendered graphics being built in an /agdg/ thread…

Is the anon making it still working on it, and what was its name if you have any screencaps of it?

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9eff3b  No.16818134

File: df840631fae014a⋯.mp4 (3.54 MB, 960x540, 16:9, radar_and_explosion_sounds.mp4)

>>16818127

what, this?

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07fa6d  No.16818138

File: b7f2cd0c55484fb⋯.png (570.23 KB, 1062x890, 531:445, 6aba3264b7cdba47be8b546e7e….png)

>>16818127

Only /agdg/ pre-rendered RTS I remember was this one. I also remember there was one where an anon was testing his voice acting.

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07fa6d  No.16818141

>>16818127

Actually I found an RTS which sounds like it was taking place in WW1 on the /agdg/ wiki. "Panzerstahl" Looks like it's dead.

http://8agdg.wikidot.com/panzerstahl-rts

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b49bbe  No.16818173

>>16818134

Oh yes, that was it!

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ab2fda  No.16818270

File: 60a89942f204c3d⋯.jpeg (261.35 KB, 1536x1536, 1:1, 50E52A92-82D7-4F5C-8D37-2….jpeg)

>>16818134

>>16818138

>>16818141

>>16818173

DorfRTSanon here, the project isn’t dead, it’s just been on hold for a little while due to a lack of free time. Also I have nothing to do with Panzerstahl.

I should resume more work in the coming months since I’m going to be moving to a cheaper location. For now here’s an update on some civilian buildings I was working on.

I mostly stick to posting updates to discord and twitter, but I’ll try and post here more frequently in the future.

https://twitter.com/dorfrts/

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2a9464  No.16818345

File: 25e584ba8f85948⋯.png (1.19 MB, 1680x1050, 8:5, 24-01-20-1579899596_scrot.png)

File: 16554685f80ab72⋯.png (1.05 MB, 1680x1050, 8:5, 25-01-20-1579915602_scrot.png)

File: 972b3146c001d02⋯.png (324.66 KB, 800x600, 4:3, 132352673.png)

>>16818141

I abandoned it because Spring RTS pathfinding sucks badly where units form blobs and the chicken invasion mod causes heavy lag too now which it didn't before. And actually its not set in WW1 but more like cold-war to modern tech against ayy lamos. For now when I'm less busy with life I try to make progress with micro tank instead, I made 1 more weapon which takes advance of the partially done rewritten weapon "script" and added a method for switching coax guns, because I would like to make models of AMX-30, Leopard 1B2 (fictive, enhanced armour) and Model 74 MBT https://gitgud.io/MicroTank/MicroTank/issues/28 . Once enough progress is made with Microtank I move on to other projects, dunno which one maybe ARWM or Godot.

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07fa6d  No.16818350

File: 69bc5fb60df1167⋯.jpg (168.69 KB, 1680x916, 420:229, 01bb63f5c20e6a6bfe15bd77ad….jpg)

>>16818345

Glad you're still kickin' even if you got fucked over. Say. Is this pic yours by chance? The models you posted earlier in the thread share a similar style.

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2a9464  No.16818360

>>16818350

Thanks, yes I made this coal powerplant model and the terrain the rest is from different sources. Nowadays all my models are done in Blender instead of Wings 3D, Blender is for me more comfortable to work with despite it is more keyboard oriented then mouse + context menu. I kinda wish that Blender has a much better 3D/2D painting tools for texturing models instead of that stupid grease pencil additions that they keep boasting about, as well better UV packing algorithm which seems to be in stalemate for a long time.

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07fa6d  No.16818364

>>16818360

I also use blender, but I use gimp for making textures. I agree. The UV unwrapper shit is fucking terrible. Easily the biggest time sink.

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907d44  No.16818462

File: 294d9639ad77e0b⋯.mp4 (6.2 MB, 640x640, 1:1, 2020-01-18 01-06-33.mp4)

I released v0.7 of my game. It was actually kinda tough because I had to fix a lot of bugs post launch. I had 5 hotfixes. But other than that it was successful.

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391545  No.16818472

>>16818462

Can I rape that thing?

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a70318  No.16818528

File: cbb789d00271ea7⋯.jpg (330.6 KB, 750x711, 250:237, degenewates.jpg)

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8df815  No.16818539

File: 2508a43deb8675e⋯.jpg (33.57 KB, 640x480, 4:3, incominghorsecock.jpg)

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c07ed9  No.16818714

File: f643030ad456963⋯.png (947.6 KB, 1536x1536, 1:1, 40.png)

>>16818270

well here's some further progress on damaged variants for the civilian structures. Making these is quite time consuming.

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3d8370  No.16818728

>>16818714

these look really cool anon

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07fa6d  No.16818879

>>16818714

They actually look like they have effort put into them as a result.

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3d8370  No.16819147

File: 7e4e0a186ff8a86⋯.png (371.88 KB, 955x404, 955:404, ClipboardImage.png)

File: 2a5ad4f640ddb30⋯.png (389.38 KB, 822x306, 137:51, ClipboardImage.png)

Whole map filled with grass with 60 fps and only using 25% of the GPU.

The big issue is that the LOD transition is very visible

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be14da  No.16819525

I need to do collision detection in my total war clone

What's a good approach I'm looking into spatial indexing and quadtrees anyone got any good resources.

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efccee  No.16819531

>>16819147

Can you draw both and have the LOD fade depending on distance to the object?

Or is it a single object with multiple meshes?

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a4d816  No.16819677

File: 7fe03a62c51f86c⋯.jpg (83.01 KB, 488x747, 488:747, 7fe03a62c51f86cbaaa581ca6b….jpg)

>have to link GLEW to VC++2005

<nothing works properly

>follow guides

<still doesn't work properly

>try several different suggested default locations despite that not really making much sense

<nothing

>retype the linker settings

<now works despite me not actually changing anything there

>it crashes because I used the 32bit DLL/linker instead of the 64 bit one

<kay, noted

>have to link GLUT immediately after

>don't wanna deal with this shit, throw it in the same fucking folder, link it the same way

<no

>waste a fucking hour trying anything that anyone suggests

<fuck you lol

>it doesn't work and gives me a linker error because I used the 64 bit DLL/linker instead of the 32 bit one

That doesn't even make fucking sense, man.

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3d8370  No.16819699

>>16819531

It is a computebuffer filled with positions, then I draw the same mesh multiple times, once per position. To create a LOD effect, I've sorted the buffer positions as such:

1 5 3 5

5 4 5 4

3 5 2 5

5 4 5 4

This pattern repeats over the whole 256*256 tile (the actual size is 32x32, there are 8 blades of grass each 1 unit distance, so 64 per 1x1x1 cube)

This pattern is used to order the positions in the position compute shader, and I count how many 1, 2, 3, 4 and 5 I have, since the geometry might make I have slightly more 1 than 2 even though theoretically they should be the same.

If I need to draw only half the meshes due to distance, I will draw the first half of the buffer, which will contain all 1s, 2s, 3s and 4s, at each lod level I effectively draw only half of the previous, and thanks to the ordering pattern, they are still evenly spread. At the last lod level, I only draw 1/16 of the total meshes.

To compensate for there having less of them, I make them thicker at distance.

To fix the obvious LOD border, I will send the totals to the shader, and each instance will check if it is about to stop being rendered due to lod change, and I will make it go away a little bit earlier so that no blade of grass that should be gone by the next LOD level will be visible by the time the transition happens. The issue is that blades of grass that are not drawn because the shader hid will use just as much processing power as if it was drawn.

This in itself will still look bad, since it will become a obvious circle around the camera where the amount of grasses decrease, so I add a small random to the blade distance, making it disappear slightly earlier, but unevenly, this creates a 'gradient circle' instead of a obvious one. I will post pictures of each stage of development as I do it this evening.

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aa7611  No.16819718

>>16815118

Im going into my 7th year of development soon, but it should be done this year

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71c688  No.16819760

>>16819677

I know that feel. I still compile my projects for 32 bit. Also I wish OpenGL wasn't so complicated to work with.

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71c688  No.16819761

>>16815118

Yeah I lost about 4 years of devtime because I got a full-time job (although to be fair I was also studying). Fuck man I wish I'd just worked part time and made progress on shit I actually cared about.

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64f2aa  No.16819766

File: 5bc49bbb88a62a9⋯.jpg (18.21 KB, 240x232, 30:29, tim12.jpg)

>>16819677

Stop being lazy and extract the extensions yourself with wglGetProcAddress. All "helper" libraries are unnecessary and more trouble than they are worth. Reminder, GLUT does not execute your main loop during windows a WM_ENTERSIZEMOVE operation on windows. So your program freezes while you move your window around.

Also what is your game? What OpenGL featureset are you targeting?

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71c688  No.16819852

>>16819766

>GLUT does not execute your main loop during windows a WM_ENTERSIZEMOVE operation on windows. So your program freezes while you move your window around

With FreeGLUT I have smooth window movement and resizing. I can't remember how I did it though. I think you call glutPostRedisplay() in GL_idle() or something, obviously you use a timer to prevent calling it too much. Also I think it can depend on your OS graphical settings. It doesn't work on my laptop, but no windows move smoothly on my laptop so I assume it's an OS setting somewhere.

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71c688  No.16819865

>>16819766

>>16819852

nvm I just reread what you said. The game does stop playing while you are dragging the window. I don't see how that's a concern though. Nobody expects the game to run while you're moving the window.

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64f2aa  No.16819946

>>16819852

>>16819865

>Nobody expects the game to run while you're moving the window.

It's just something that bugs me because it works fine in x11 for example. But it's just one deficiency. I think a much more series flaw in GLUT is that it uses a millisecond timer which is really not precise enough to limit ramerates, doesn't really let you see how much time elapsed if you're not able to hit the target framerate, etc. without checking GLUT_ELAPSED_TIME constantly which again is still in milliseconds so pretty inaccurate for any kind of physics, etc. You can't represent 1/60 FPS on a millisecond timer and actually get 60FPS. You drop 40ms (2.4 frames) each second. Hopefully you at least use QueryPerformanceCounter ,etc. and 64 bit timestamps.

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3d8370  No.16819972

File: 5e23ee45d66a62b⋯.webm (9.9 MB, 514x360, 257:180, 2020-01-26 15-59-15.webm)

>>16819699

Before after the in-shader LOD, it happens 16 + random(8~ish) distance before the whole tile, which is 32x32 big and distance counted from center, so it should be fine like this

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efccee  No.16819989

>>16819972

That looks really good anon.

If there's one thing that bugs me in games (actually there are lots of things) it's bad LOD transitions. In fact I will often turn ground-clutter off completely if I can to get away from bad transitions. I'd rather have barren ground than have grass in a radius around me that pops up like the faces in Guess Who.

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3d8370  No.16820244

File: b40688e79ec2fd0⋯.png (306.99 KB, 1595x1726, 1595:1726, Anna almost done.png)

Now i just need to give her a cute pair of sandals

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a57b4a  No.16820963

I doubt anyone will need or care, but I made a small utility library on top of C#/SFML, that I'm using for my other projects

https://bitbucket.org/JackalsoftGames/squish/src/master/src/

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872d95  No.16821451

Does anyone use any particular outliners for design prior to getting down to it? I also ran across this trying to dig up info on how Diablo II did its perspective mode. Something about it just pops for me unlike more traditional 3D.

https://simonschreibt.de/gat/dont-starve-diablo-parallax-7/

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68c366  No.16822208

>>16820963

Man, if you want people to use something you've made - you need to put a lot of effort into documentation. Unit tests won't hurt either.

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26dcd2  No.16822669

Okay, okay, guys, I got it! You send the bytes to the other guy, then he reads it!

But how you know what the bytes are? Is it the order he sent you? How do I send hundreds of things and know what they are when I receive?

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3d8370  No.16822696

>>16822669

read up on TCP IP, some parts of it will be handled by the OS, others by the engine

You can also rewrite a smaller or simpler version of it in UDP if you think it is overkill

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26dcd2  No.16822697

File: 671f591940d80d0⋯.gif (564.5 KB, 320x240, 4:3, 1411915494305.gif)

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c3fcf8  No.16822722

>>16822208

I actually have no idea how to make automated unit tests. I'll usually test most common cases (OOB or null) if I remember to. At the very least, I didn't make the documentation up yet since I always try to do self documenting code and functions, and I move stuff around. I just kinda posted that for whatever

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c3fcf8  No.16822727

>>16822697

I haven't worked with network code before but you have UDP, which just shits out packets in an undetermined order. TCP over IP is a specific implementation of UDP which guarantees packet order. Typically, UDP (lossy) is used for stuff like video streaming, while TCP is used for game state stuff and interaction (lossless).

If you don't know what you're doing, look for a TCP hook in your engine or language of choice. UDP gives you a lot more control but you basically have to implement it yourself.

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9e6437  No.16822755

File: 19ab26311da758c⋯.jpeg (124.75 KB, 1024x734, 512:367, layers.jpeg)

>>16822727

>TCP over IP

Both TCP and UDP work over IP. For vidya you should use UDP since it's usually better to lose a packet than add delay. TCP is easier though since you know everything arrived in order.

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26dcd2  No.16822798

>>16822727

>>16822755

I just don't get the concept. Send the package and receive it, but the packet is just data, even if u deserialize it all you have is a bunch of things that could be a vector of position or a string for a name.

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c3fcf8  No.16822801

>>16822798

Right, so packets usually contain a header, which includes timestamp and IP target etc, and the actual data. The data is whatever series of bytes you want.

Naively, what I would do is make the first byte of your data some kind of identifier or flag. Depending on the length of the data and the flag in the first byte, would determine how you interpret the rest of it.

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26dcd2  No.16822807

>>16822801

Oh… I see. I actually can try to work with this now, nice.

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3d8370  No.16822830

>>16822807

For a higher level implementation after you can reliably send/receive byte[], I usually create a abstract Message class that can read/write itself onto/from byte[]. For identification, I use reflection to list all implementations and give each an ID on runtime. For some messages, I give them a negative hardcoded ID so that the client always knows their code, those messages are usually the login/handshaking and the 'MessageList' messages, the latter being the one that tells the client what are the IDs for the other messages. That way I only need to manually manage a couple of IDs and everything else is handled automatically for me.

That, of course, relies on the language supporting Reflection, if your language does not, you can still generate code by reading all source files and making a new class with all the message/codes pairs, but that requires a whole lot of bothersome string manipulation

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26dcd2  No.16822847

>>16822830

Do you use some external serialization tool? I've seen people talking about how many bazillion times faster they are, I don't know if it's bait or not.

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166805  No.16822912

>>16822807

pull up and learn how to use wireshark, also learn what MTUs are

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3d8370  No.16823142

>>16822847

Well, I've always heard high praises of Google's Protocol Buffers, but never used since. I see little need for that.

Nothing will be faster than straight up manually writing your serialization code individually for each object/message type, except maybe Unity's Entities, since they are organized in memory specifically for ease of sequential access, serializing a part of the memory directly might be faster, but that's such a specific case that might not even be accurate, i'd say writing your own object serialization code will be always faster.

For generic serializers (those that can serialize 'any object'), you will have to search high and low for one that matches your project needs, since they always have one or two caveats each, so find one whose caveats don't affect you

This is an example of a C# serialize/deserialize of a object with a single int and an array of ints of any size


public byte[] Serialize() {
using (MemoryStream mems = new MemoryStream()) using (System.IO.BinaryWriter sw = new System.IO.BinaryWriter(mems)) {
sw.Write(someInt);
sw.Write(someArrayLenght);
foreach(int val in someArray){
sw.Write(val);
}
sw.Flush();
return mems.ToArray();
}
}

public void Deserialize(byte[] data) {
using (MemoryStream mems = new MemoryStream(data)) using (System.IO.BinaryReader sr = new System.IO.BinaryReader(mems)) {
someInt = sr.ReadInt32();
int someArrayLenght = sr.ReadInt32();
someArray = new int[someArrayLenght];
for(int i = 0; i < someArrayLenght; i++{
someArray[i] = sr.ReadInt32();
}
}
}

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26dcd2  No.16823267

>>16823142

God fucking bless you, brother.

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3d8370  No.16823340

File: b56637769783fb3⋯.webm (12.8 MB, 958x322, 479:161, 2020-01-29 16-49-06.webm)

Flowers!

It can support both grass and flowers at once, does not seem to have a big performance hit by needing code for both types of plant

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b49bbe  No.16823343

>>16818714

>>16818270

>discord

Anyhow keep up the good work.

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b49bbe  No.16823361

File: 522950cf76106ac⋯.jpg (1.07 MB, 1181x1748, 1181:1748, 2ba9d1182348f1b0d9985f1f94….jpg)

>>16823340

There's so many! And the framerate barely dips at all! What are your specs? Also are you implementing some sort of dynamic fov limit so that the more distant the flowerbed is the less resources it uses (like, with a much crustier image or even just a gif of the flowerbed moving in the distance)?

By the way, kind of irrelevant by this point but I own a bunker for /agdg/. If you lads want it, I can transfer ownership any time.

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3d8370  No.16823374

>What are your specs

i7-6700HQ @2.60GHz

GeForce GTX 1070 (laptop)

>Also are you implementing some sort of dynamic fov limit so that the more distant the flowerbed is the less resources it uses (like, with a much crustier image or even just a gif of the flowerbed moving in the distance)?

see >>16819699

>By the way, kind of irrelevant by this point but I own a bunker for /agdg/. If you lads want it, I can transfer ownership any time.

Not interested in managing anything besides my own schedule

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4f6955  No.16823561

How does one crank up the anti aliasing in godot? Is there even a way?

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619f07  No.16823751

How good is Godot for developing 3d games?

I've been developing in Unreal for a long time but I would like to switch to another engine that still uses C++ (It's becoming hard to brush aside epic's faults or justify supporting them). I'm not concerned with graphical features, just stability.

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68c366  No.16824019

>>16823751

I'm making my baby steps in 3d. It's fine so far. And if you know C++ you can fix Godot yourself.

>>16822722

Documentation is usually interior to self documented and clear code. But for libraries it's the other way around. It's impossible to use anything without knowing purpose and features of the library. One can just read the code, but one must have a reason to. You don't have to write huge document like Japanese folks do, but you have to cover use cases at least. Otherwise, it's unusable for someone unfamiliar with what it actually does.

I'm writing it not to discourage you. It's exactly the opposite. I want you to create useful nazi library.

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d8cb96  No.16824323

File: 022ab293b803966⋯.gif (1.61 MB, 480x480, 1:1, rubber_duckys.gif)

File: 7e679beac8701c6⋯.gif (2.22 MB, 480x480, 1:1, water_stress_test.gif)

Buoyancy.

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3d8370  No.16824446

>>16824323

Chicken bath

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2cd5cd  No.16824520

File: 0f187a6e00b28a2⋯.webm (773.3 KB, 640x640, 1:1, chicken.webm)

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d46f9c  No.16824540

>>16824323

When is the boxing update?

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a70318  No.16824549

File: 16cca3b664bff52⋯.webm (1.23 MB, 204x360, 17:30, WaterboardingRubberChicke….webm)

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3d8370  No.16824592

File: b55de4339d9885d⋯.png (209.64 KB, 986x569, 986:569, anna.png)

Anna is a Big Girl

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d8cb96  No.16824621

>>16824592

For you.

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b49bbe  No.16825466

>>16823361

>>16823340

I'm fairly sure you had responded me yesterday, did Mark delete your reply or something?

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39755c  No.16825484

>>16825466

Can you not see >>16823374 somehow? I refreshed the page and it's still there.

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3d8370  No.16825652

>>16825484

>>16825466

>>16823361

>>16823374

I had forgotten to keep the quoting because I usually click on someone's number to open the reply box and then delete the quote

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013d9e  No.16825678

>>16824592

What's all this? Some kind of monstergirl RPG?

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3d8370  No.16825687

YouTube embed. Click thumbnail to play.

>>16825678

Rune Factory meets Breath of Wild with monstergirl waifus

My brother and I have been developing this for almost two years now

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fe8276  No.16825856

File: 3b05e30adca0ea3⋯.jpg (80.47 KB, 1000x800, 5:4, 8u7yh87h3jhrf387h434.jpg)

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2a9464  No.16826630

>>16814511 (checked)

Doesn't that mean I have to manage all that boring administration task of running a board? It's something I prefer not having to, since I'm not sure when it is too much rule wise for example or autisticaly checking every 10-20 minutes of no new shitpost.

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4f6955  No.16827425

File: e87a11f54fe5687⋯.png (195.42 KB, 1911x1009, 1911:1009, fprlwallwithhole.PNG)

Man dungeon generation in 3d is going to be a whole different deal compared to 2d. Even making walls is going to be a hassle when you have to break down and assemble the wall from pieces if there's going to be a hallway or whatever going through it.

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3d8370  No.16827504

>>16827425

make all the pieces in 1x1x1~ meshes, preferably by combining premade pieces and then merge them all in 16x16x16~ sections so you can frustum occlude them

judging by your mesh, the way you are doing will be pure hell

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aa7611  No.16827522

is it demo day tomorrow?

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4f6955  No.16827543

>>16827504

Tell me more about this frustum occluding please

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3d8370  No.16827650

>>16827543

I don't know how to implement, probably figure out the 6 camera planes and check if the object bounds is within all or colliding with any of them

Unity does for me: https://docs.unity3d.com/Manual/OcclusionCulling.html

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2da576  No.16827688

A question about level design:

I want to make a metroidvania inspired by SOTN, so I want it to be more focused on exploration, and I'm trying to figure out why SOTN and even games like AoS felt right, but I still don't understand, specially with enemy placements without it being too full of enemies or having rooms too big.

I do get that I need a balance with back tracking and thematic enemies for every room or enemies that creates both a challenge and synergy together. But my problem is also the layout of the rooms, the distance, etc. I do have a basic idea on how the layout of the whole game will be, but the small parts, even secrets kind of escape me. And of course, I don't mean to replicate SOTN, if anything, I want to make it better inb4 do it like metroid

What do you think, anons?

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4f6955  No.16827703

>>16827650

I'm using godot

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9eff3b  No.16827707

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4f6955  No.16827711

File: 4dc5b020a58d35f⋯.png (192.18 KB, 1911x1012, 1911:1012, fprl4holewall.PNG)

>>16827650

Actually that ok. I'm getting somewhere with this anyway.

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4f6955  No.16827712

>>16827688

Make a level, ask someone to play it, and then ask them if they liked it or what was wrong with it.

Rinse

Repeat

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39755c  No.16827714

>>16827712

Metroidvanias don't have levels

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4f6955  No.16827715

>>16827714

Then maybe you shouldn't be asking about level design then.

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4f6955  No.16827717

>>16827714

oh wait you're some other dink. They have areas anyway. And strings of rooms.

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907d44  No.16827935

File: 7d565a6a797e634⋯.gif (14.55 MB, 480x480, 1:1, newWater.gif)

Testing out new water shader I wrote. Also added waterfall effects.

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3160ef  No.16828018

>>16827935

Looks alright

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2d2a97  No.16828173

>>16827688

You're probably going to end up doing a lot of trial and error. It might be useful to have a written set of features you want to be able to use as tools for building your areas first. Then you can worry about actual design once you have the basic technology working. Otherwise, you might get hung up flipping between "gotta redesign this room" and "gotta implement the thing I want to make this room neat" without feeling like you're getting anywhere. And your first release should be something like a short and unambitious platformer with some secrets so that you can get the movement mechanics feeling right for you and get your level features tested. Then, aim for your second complete game to be the SOTN-like. Once your basic "engine" works and has the features you want, then worry about detailed design. For inspiration later on, go play or watch videos of exploration only games like Knytt or stuff like that. You don't have to get stuck with the exploration-only theme, but it'll make your abstract understanding of what works as exploration in a 2D platformer stronger.

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f32793  No.16828195

>>16827707

How do the demo days work? Do you just post your game in the thread? I've made some updates to my game and was hoping to post it.

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9eff3b  No.16828200

>>16828195

http://8agdg.wikidot.com/demo-days

usually someone on burger time creates the thread and a mod pins it

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5b7d1f  No.16828204

>>16827935

You do know you could have uploaded a video in less time with higher quality and lower filesize?

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f32793  No.16828209

>>16828200

Got it. I'll have it ready later today. Thanks, Anon.

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3d8370  No.16828223

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5549f8  No.16828260

I've never used a framework and wanna make a 2d game, how does stuff like monocode compare to c++ using sfml? Will it make my life easier?

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39755c  No.16828263

>>16828260

>look up monocode

>it's an IDE

It doesn't compare to C++ using sfml in any way, this is like asking how notepad compares to english.

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9420bc  No.16828270

>>16828260

If you're writing a 2D game which doesn't have complex simulations or anything, then you can use pretty much anything that will give you your graphics and sound. I think a lot of devs like to use Pygame, LÖVE or Godot. Honestly most 2D gamedevs will never need C++ to make a good game, but if you want cutting-edge shit then C++ is the only real option. I recommend you make a basic RPG or something using an engine to see if it's for you.

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5549f8  No.16828277

>>16828263

I meant monogame, sorry

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5549f8  No.16828287

>>16828270

Love2d looks nice, and I like Lua so I think I'm gonna give that a try. Thanks anon.

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fa6819  No.16828298

File: 14a736850654bda⋯.mp4 (450.85 KB, 1280x544, 40:17, nice.mp4)

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8877a0  No.16828351

File: 19beda1d4baa545⋯.jpg (165.6 KB, 499x477, 499:477, medium.jpg)

>>16828298

DDay thread is up:

>>16828348

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0dc13f  No.16828362

File: fd54b7722b1d09b⋯.gif (135.43 KB, 320x425, 64:85, 3-01293-0192.gif)

is python a good language for a codelet to make game?

Sorry about asking in the demo thread

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645ae0  No.16828363

>>16828362

Yes. Godot's GDScript is based on Python's syntax.

So you could run with that.

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0dc13f  No.16828364

>>16828363

thank you

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3d8370  No.16828365

>>16828362

is python a good language for(…)

NO

Use Java/C# or Javascript if you want to be a codelet

No language that uses indentation for control flow is a good language for anything at all

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9420bc  No.16828367

>>16828362

You should post in >>>/agdg/, we need the activity. The place has fucking died ever since we got shut down

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701d6c  No.16828444

File: 4cb5b00124cb75f⋯.png (174.71 KB, 384x390, 64:65, 4cb5b00124cb75f29fb447f455….png)

>>16828365

No one who thinks Javascript is acceptable is allowed to appraise the quality of languages.

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b53ed1  No.16828462

File: aaee8eb7a62ff67⋯.png (169.23 KB, 886x485, 886:485, coronalabs.png)

Any of you godot shills tried Corona?

I heard it's in the wind

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3d8370  No.16828473

File: a1fc7f296c74ec1⋯.png (2.87 MB, 1832x738, 916:369, ClipboardImage.png)

Finally finished being able to change the type of grass in a certain spot, just in time for demo day

shame cutting flowers is still a bit buggy, since I don't handle at all how they grow back yet

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5b22f1  No.16828508

File: ba74e5ab9dd3e4e⋯.jpg (140.34 KB, 1000x604, 250:151, 1570440143133.jpg)

>>16828444

At least Javascript isn't C weenie brain damage.

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5b7d1f  No.16828550

File: 6a781f67eeedd62⋯.png (11.87 KB, 1920x1280, 3:2, 1920px-Flag_of_the_People'….png)

>>16828462

Is this supposed to be a Chinese flag?

Fuck off with your communist shit.

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5b7d1f  No.16828554

>>16828508

Javascript and JSON and Javascript is the reason smart buttplugs can now be used to hack your PC.

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f32793  No.16828682

File: e29d6bf1277ed66⋯.png (1.55 MB, 1738x942, 869:471, Galactic Harvest Screen 1.png)

File: ae521587f64f8d8⋯.png (1.37 MB, 1747x981, 1747:981, Galactic Harvest Screen 2.png)

File: 9125c84bd2daa58⋯.png (2.29 MB, 1747x981, 1747:981, Galactic Harvest Screen 3.png)

File: ec727551180a012⋯.png (1.36 MB, 1747x981, 1747:981, Galactic Harvest Screen 4.png)

From the Demo Day thread.

Galactic Harvest

2D arcade-style space shooter where you fly around, fight aliens and try to rescue astronauts. You can try to get as far as possible or try to get a high score. It currently supports 1-8 players, and 8 of the 20 or so weapons planned are included to choose from. There's only one game mode, though, where the levels are randomly generated. Graphics and music are still placeholders.

There's a readme included with more details on how to play.

Links are here:

https://www.mediafire.com/file/fbtd2uzols7dudk/SpaceHarvestGame_2020-2-2.zip/file

https://mega.nz/#!A8IHVCoD!4RbCyw_UEcfzsYEDUM0ukEj72eACawaCpQUX_WwBAs0

No Linux/Mac versions yet, unfortunately. I'm not going to worry about porting until I finish the Windows version.

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ba6287  No.16828692

>>16828550

how stupid can you be

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5b22f1  No.16828734

>>16828554

>Javascript and JSON and Javascript

Do they not speak English in Tel Aviv?

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5b7d1f  No.16828757

>>16828734

I phrased it like this because there is a story to it.

First the attack uses Jewscript to perform a XSS, then attacks the buttplugs JSON parser (also some Javascript shit which then does some value confusion because of the retarded autoconversion and conversion rules), updates it to run the virus and then attacks the PC where it overfows a buffer to put Javascript in the Applications HTML and then has control over the entire PC

So: Javascript and JSON and Javascript

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5b7d1f  No.16828761

>>16828734

Reason won't work with you LISP-fags anyway, so just fuck off.

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5b7d1f  No.16828762

>>16828692

Sorry I didn't get your Joke. Not my first language.

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b49bbe  No.16829652

>>16828362

>>16828365

I mean, it's not really the tool, it's how you use it that counts. Look at some code examples, check out what works and what doesn't according to experts and come up with your own solution.

AFAIK python handles a lot of stuff under the hood, so on the one hand you don't need to worry about the implementation of a lot of stuff, but on the other hand your game is not gonna be very optimized and will likely use a lot of resources it doesn't need.

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3d8370  No.16829660

>>16829652

>AFAIK python handles a lot of stuff under the hood, so on the one hand you don't need to worry about the implementation of a lot of stuff, but on the other hand your game is not gonna be very optimized and will likely use a lot of resources it doesn't need.

shouldn't someone just use Unity if they are going for that?

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5b7d1f  No.16829722

>>16829660

>Unity

Stop recommending UNITY EVERY SINGLE FUCKING TIME, I hate you paid Unity shills. It's just as bad as gamebryo/creation engine. I hate Unity and all games made with it with a passion.

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3d8370  No.16829730

>>16829722

>I hate Unity and all games made with it with a passion

Not anyone else's problem, I'd rather actually help someone than accommodate your opinions

>I hate you paid Unity shills.

I fucking wish, I actually pay them 5$ a month for fucking collab storage space

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5b7d1f  No.16829736

>>16829730

>I actually pay them 5$

>I'm not a shill, I pay them, you should too

Look at this low effort shilling corporate whore

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3d8370  No.16829751

>>16829736

Please show in the doll where Unity touched you

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9eff3b  No.16829765

>>16829722

calm your autism, bro.

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5b7d1f  No.16829795

File: 7eaa7e98490fbe2⋯.webm (830.37 KB, 480x360, 4:3, spongebob Shill.webm)

>>16829751

>>16829765

Come back when you can change graphic settings during runtime, Uniggers.

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39755c  No.16829807

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3d8370  No.16829808

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5b7d1f  No.16829854

>>16829807

>Should expensive changes be applied (Anti-aliasing etc).

I have not seen a single unity game where you can change texture quality or resolution ingame without a restart. You have to change it over a launcher while the game is not running. All Unity games come with that launcher because there's no other way.

Other ancient engines (see Gamebryo) were like that too. It's in the engines structure and you can't just add that without rewriting half the engine.

Fallout 76, Skyrim, Skyrim SE 64x have a launcher for non-postprocessing effect settings and Skyrim 2 will be like that too.

And all Unity games are like that.

>I don't use Unity but?

If you have never used it nor a game made with it then why reply?

>>16829808

I'm not talking about antialiasing nigger.

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9eff3b  No.16829869

File: 7f1bc542c240508⋯.png (3.46 MB, 1920x1028, 480:257, ClipboardImage.png)

File: 7f1bc542c240508⋯.png (3.46 MB, 1920x1028, 480:257, ClipboardImage.png)

>>16829795

you pulling my leg?

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9eff3b  No.16829874

File: 248816b6d8946a8⋯.png (3.4 MB, 1920x1028, 480:257, ClipboardImage.png)

>>16829854

From quarter to full res textures in one click

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3d8370  No.16829875

>>16829854

>I'm not talking about antialiasing nigger

maybe you should buy some books, so you can learn to read

For texture quality specifically: https://docs.unity3d.com/ScriptReference/QualitySettings-masterTextureLimit.html

For literally everything else: https://docs.unity3d.com/ScriptReference/QualitySettings.html

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39755c  No.16829887

>>16829854

Pretty sure you can choose to not show that thing at the start, I've played more than one game made with Unity that didn't have it.

Also seems there's a separate thing for setting resolution, which is unrelated to the previous thing I linked

https://docs.unity3d.com/ScriptReference/Screen.SetResolution.html

From just about 5 minutes of searching I'm fairly confident you can change just about any setting Unity has at runtime. There's plenty things to hate Unity for, mostly regarding their method of making money by scamming retards into making shovelware. But the specific complaint you decided to ave is pretty damn stupid.

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3d8370  No.16829902

>>16829887

>Pretty sure you can choose to not show that thing at the start

you actually have to go out of your way to enable it now, as it is deprecated, and it will be removed in 2020.1 I think

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5b7d1f  No.16829906

>>16829869

How is that "game" even called?

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9eff3b  No.16829908

>>16829906

it's my game.

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3d8370  No.16829909

>>16829908

he is deflecting with a 'hur dur not iven game therefore unete bed', we should just filter at this point

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9eff3b  No.16829913

>>16829909

I think it's just a case of not lurking long enough

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5b7d1f  No.16829914

>>16829913

>>16829909

>>16829908

Show me a Unity game that doesn't come with initsettings.exe

You can't because you're lying.

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9eff3b  No.16829927

>>16829914

I'll use your shitposting spree as a chance to shill, since you asked.

have fun looking for initsettings.exe https://shodanon.itch.io/beelzebox

Stop being new.

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5b7d1f  No.16829929

>>16829927

Unity is still a cash grab with their asset market and the engine has worse performance than Unreal or Godot or CryEngine or …

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3d8370  No.16829939

>>16829929

>worse performance than Unreal or Godot or CryEngine

>when none of them have an ECS equivalent

Now you are just in denial.

I really need to ask where Unity touched you

also

Asset: https://www.unrealengine.com/marketplace/en-US/store

Store: https://www.cryengine.com/marketplace

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7c8d55  No.16830037

Static linking or dynamic linking?

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96e4b2  No.16830110

>>16829914

If you're talking about the default launcher that lets you change graphical presets and set keymapping, that's optional.

It's on by default and many devs, especially for early prototypes, don't bother changing it since it's easier than doing your own and only matters anyway when you're finishing your game.

>>16829929

Ah, I see. You're gonna keep moving the goalposts until we arrive at the "just write your own engine!". You're getting clever at this, you should try making videogames one day.

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5b7d1f  No.16830119

>>16830110

>until we arrive at the "just write your own engine!"

No, we have Godot.

>and only matters anyway when you're finishing your game.

topkek. All finished Unity games I played use it.

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1a7c83  No.16830166

File: f7e717b9bfe5ace⋯.jpg (18.62 KB, 539x415, 539:415, 647a3924f0bbf49bfc427d70b4….jpg)

>>16828550

>>16828554

>>16828757

>>16828761

>>16828762

>>16829722

>>16829736

>>16829795

>>16829854

>>16829914

>>16829929

>>16830119

Cancer like you are what killed the golden age of /agdg/ and really 8/v/ as a whole. Flooding every single thread with tears over someone using your non-preferred engine. Not too different from the language wars that plagued these threads. The only other thing more cancerous than you is Rust-dev, a redditor who could do nothing but derail other developers release threads and talk about how great his totally-not-rust rust-clone that he gave up on after a month was going to be. Cancer like you contributes nothing. You will never finish your mediocre game. Everyone you are crying about is miles ahead of you. Redditors have a better chance of making a game than you.

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0745d1  No.16830172

File: 8ce393a6b8ee9ba⋯.png (336.46 KB, 474x266, 237:133, ClipboardImage.png)

File: 588ec134503b392⋯.png (1.06 MB, 1280x720, 16:9, ClipboardImage.png)

>>16830119

>All finished Unity games I played use it.

Then you've just outed yourself as not having played many great games made on the Unity engine.

>>16830166

Enginefags need to die. You can really tell who hasn't spent much (if any) time just like making game by how much they care about engine faggotry. Because if you've spent enough time actually making fucking games, you either don't care, or understand the use cases for each individual engine.

I can name reasons to use Unity, Unreal, Godot, Source, Love2D, Multimedia Fusion, GameMaker, etc. over one another depending on someone's needs and skill.

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5b7d1f  No.16830176

>>16830172

>you either don't care, or understand the use cases for each individual engine.

>all engines are created equal

>Gamemaker

I remember that shit as having locked framerate and resolution and limiting you in your choice of tilesize. And I would not recommend anyone to touch it.

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b4e904  No.16830180

>>16830172

>Then you've just outed yourself as not having played many great games made on the Unity engine.

it was pretty obvious from the start, that setting has been disabled for a few released by now and I can't even think of any proper release that used it ever.

>>16830166

people just need to stop falling for cuckchan bait or outright retards

>>16830176

> locked framerate and resolution and limiting you in your choice of tilesize.

if that's not a factor it really doesn't matter

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0745d1  No.16830184

>>16830176

No shit not all engines are created equal. That's why you should have actually read the part of "understand the use cases" instead of glossing over it like a double nigger.

Much like how you don't use Source for an open-world game because it doesn't support content streaming. If you have an issue with locked framerate and otherwise, then use a different engine.

But, for many people new to programming, GameMaker is a good choice because ultimately, that's who the engine is made for. And if your response to that is "Hurr durr, they should learn to use a "real" engine!" then go back to cuckchan with the rest of the nodevs.

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a4d816  No.16830188

>>16830172

>Enginefags need to die. You can really tell who hasn't spent much (if any) time just like making game by how much they care about engine faggotry. Because if you've spent enough time actually making fucking games, you either don't care, or understand the use cases for each individual engine.

I'm an enginefag and absolutely understand why someone wouldn't want to deal with this shit. I'm too deep in it to give up and have far more fun enginedevving than I actually should but it's nothing but strife at times. The knowledge that any and all poor performance is down to you being a talentless shit programmer and not an engine limitation doesn't help either. Leads to constant paranoia and frustration over whether I optimized shit properly.

>I can name reasons to use Unity, Unreal, Godot, Source, Love2D, Multimedia Fusion, GameMaker, etc. over one another depending on someone's needs and skill.

I don't really see a use for Fusion nowadays, Source is too standout in its quirks to really make something overly original with it without fighting against the engine itself constantly, and is Godot still breaking compatibility with itself between each major upgrade?

Love requires Lua which isn't something everyone will want to work with (and as I recall is only rivaled by Java in terms of unpredictable performance), Game Maker's flaws are well known and documented, Unreal is owned by the Chinese government and Unity has pulled weird shady shit in the past with engine tools and modifications (plus the whole matter of fighting against the engine to make something unique comes back here again).

That's not necessarily to dissuade people from using them, those are just some of my personal reasons for making my own.

>>16830176

I think GMS 2 might have fixed that but don't quote me on that.

>>16830184

Pretty much this. Game Maker was some of my first experience with programming. And fuck, four languages later, C++ was still overwhelming as shit to learn. I can't imagine what it would have been like with no programming experience. It also helps that Game Maker has very easily-Googleable questions that directly answer your game's required features. Need a feature? Look it up. In "real" programming languages, you have to plot something out yourself and research the individual functions you need instead of getting a nice complete package. Or "just use Boost lol" as the pajeets on Stack::Overflow would say.

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96e4b2  No.16830204

>>16830119

>stop using [something else] and start using [what I use], goddamit

Devs like you won't ever finish anything.

>All finished Unity games I played use it.

So you have shit taste in vidya, anything else you want to share?

Pretty much all Amplitude games (Endless Legend, Endless Space, etc) were made with Unity and don't use that launcher. There's other high profile examples too if you bothered to look.

But since you restrict yourself to shovelware, why are you surprised you only see shit games.

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5b7d1f  No.16830208

>>16830188

>(and as I recall is only rivaled by Java in terms of unpredictable performance)

You shouldn't compare it to java at all. LuaJIT does just in time compilation whereas Java runs a VM with bytecode.

Obviously Java is faster but it's also precompiled. Comparing apples with bananas.

Lua does not have unpredictable performance. Love2D is not a bad engine for 2D. It's essentially like SDL2 for Lua.

>>16830180

>if that's not a factor it really doesn't matter

>I don't care about quality

>>16830172

>Then you've just outed yourself as not having played many great games made on the Unity engine.

Such as hundreds of pateon porn games, shekel grab shovelware and Yooka-Laylee?

I really like your salt, unityfag. It's like working in a saltmine.

>>16830204

> (Endless Legend, Endless Space, etc)

Never played or even heard of those. I'm trying to remember one other game then Yooka-Laylee that isn't porn trash but I just can't.

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5b7d1f  No.16830210

Okay I remembered another one.

https://catmic.itch.io/return-of-the-tentacle

Actually a pretty good game but unfinished, left to rot, horrible performance for a point and click adventure game.

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96e4b2  No.16830213

>>16830188

>The knowledge that any and all poor performance is down to you being a talentless shit programmer and not an engine limitation doesn't help either.

I remenber my first few months of working with Unity and being very disapointed with the performance I was having with my game.

Then I realized that I was asking for several hundred different lightmaps to be redrawn every frame without any occlusion to speak of.

I also remember trying to make a 3D grid where each space was a custom structure with a decent memory size and being amazed that the whole thing took 1.5 GB of RAM while running.

Then I stopped being worse than pajeets, actually got to learn some tricks and how good programmers actually make some of their stuff, ACTUALLY worked on my code, and what do you know? Shit looks great and runs smooth too. In Unity, of all things.

I also remember considering a change to Godot since that seemed to be more open source and a better deal overall. It might be better in some aspects but in the end, it seemed like it'd be the same amount of work, just in different ways, so something I'd consider for other projects, doesn't justify re-learning an engine and switching mid-project.

That was also roughly when I finally understood that there isn't an engine that makes your game for you, there's always a good chunk of work you're gonna have to do no matter what and the faster you get to it instead of constantly switching tools, the sooner it will be done.

>>16830208

>Never played or even heard of those.

Of course not. You have shit taste, so you obviously wouldn't have heard of it. Stick to your shovelware so you have some argument against [not your engine].

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c3fcf8  No.16830231

File: 007403dee5eb7f2⋯.png (86.78 KB, 264x256, 33:32, ClipboardImage.png)

What do you do when you feel burnt out from making any sort of creative endeavor?

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a4d816  No.16830247

>>16830231

Take a break and play some vidya on your own.

I've found that Autismcraft has recently been good inspiration for me, as several things I've built there on a whim have inspired potential stages that I'll include in my own game.

You should also try switching up which aspect of your game you're working on. Creative shit not going well? Work on the programming.

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3d8370  No.16830250

>>16830210

>Okay I remembered another one.

>https://catmic.itch.io/return-of-the-tentacle

>basing his opinions of the engine on games made for/on/shared at newgrounds-tier content sharing platform

The very fact that so many games actually get good enough to upload there is actually a testament on how fucking good unity is, even the most amateurish of amateurs can get something fun and sometimes even pretty done on it.

It was truly an error not keeping you filtered, what a waste of keyboard lifespam

>>16830231

watch binge anime

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3d8370  No.16830252

>>16830250

>watch binge anime

binge watch anime

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874d29  No.16830255

>>16830188

>The knowledge that any and all poor performance is down to you being a talentless shit programmer and not an engine limitation doesn't help either. Leads to constant paranoia and frustration over whether I optimized shit properly.

but that's just how it is. it's also not a competition, it's a threshold. all it needs to do is not run like ass. so if it does figure out why, fix it and get the experience along with it.

and that doesn't even cover gameplay where the engine has hardly any effect.

>Unity has pulled weird shady shit in the past with engine tools and modifications (plus the whole matter of fighting against the engine to make something unique comes back here again).

like? just curious

>>16830252

>binge watch anime

anime watch binge

>>16830208

<I don't care about quality

>my gamemaker game needs 4k tilemaps

>basing quality on resolution and framerate

neck yourself you retarded faggot, have my last (you)

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5b7d1f  No.16830294

>>16830255

>basing quality on resolution and framerate

>the human eye can only see 720p 30fps

(You)

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f32793  No.16830320

File: 3cd5c7980b1c42c⋯.png (1.59 MB, 1747x1020, 1747:1020, 240FPS.png)

>>16830176

>>16830188

GMS2 does indeed fix it. It still defaults to 30FPS (which is retarded), but you can adjust it to whatever you see fit.

This means that games like Undertale run at 30FPS because the creator simply couldn't be bothered to change one variable and adjust the affected code to match, which is insane to me.

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f32793  No.16830323

>>16830320

Oh. I didn't mention this, but you can set the resolution as high as you want, too. I locked the actual viewpoint on my game to 1080p but you can still set the resolution to whatever you want.

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a4d816  No.16830331

>>16830255

>like? just curious

I can't find it off the top of my head but as I recall, half a year ago or so, Unity prevented some network tool from being released for the Unity engine because the company broke ToS for something fairly minimal.

>but that's just how it is. it's also not a competition, it's a threshold. all it needs to do is not run like ass. so if it does figure out why, fix it and get the experience along with it.

I'm more obsessive when it comes to that, thinking that it can always run better than it actually does and desperately working to optimize shit in the most minor of ways just to squeeze out the tiniest bit of performance out of it because, just like me keeping up Backwards Compatibility with Windows 95, I want my game to run on as many potatoes as humanely possible.

>>16830320

Really, the game where the characters' battle animations are mostly just stretching parts of their body on loop instead of actually bothering to animate anything properly is lazy and poorly made? Toby couldn't even be bothered to give a shit about avoiding Rixels and Mixels which would have taken minimal effort on his part, do you really expect him to actually go though and rework all his guaranteed-to-be framerate-tied battle attacks and animations?

>>16830323

I remember that being possible even before GMS2, they might have improved it thought because it required a slight workaround.

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09fb1b  No.16830346

>>16830188

Are you sigmadev? Your experience on engine faggotry is quite relatable. If you aren't, what are you working on anon?

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39755c  No.16830356

>>16830320

Old Game Maker at least as far back as GM6, never used it before then also had FPS settings, per-room. People used to just set it to a ridiculously high number and then use deltatime in their code, though. Shit like Undermeme is only locked to 30 fps because the dev is retarded.

Also, Undertale came out before GMS2. Humble bundle even had a sale on GMS after Undertale came out advertising it as "you can make the next Undertale!" only for GMS2 to be released like two months later.

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a4d816  No.16830367

>>16830346

Not Sigmadev and considering how many times I've had to work and rework and rework my shit code, I'll talk more about the actual game once there's gameplay to be spoken of. It's gonna be a 3D Platformer one of these days.

Right now, I'm essentially rewriting my engine as the last iteration was a mess of spaghetti code that worked on sheer luck alone. Most stuff was made with me having next to no C++ knowledge so it's all an absolute mess. Ran into massive walls where I would need to rework my drawing code in major ways, on top of some library issues so I'm working from the ground up with compatibility and less spaghetti in mind, reimplementing features one by one. I essentially wasted a year and a half but I did learn what the fuck I'm doing along the way (and less than half of that time was spent on just coding).

>>16830356

I do recall that while Toby Fox can't fix his shit 30 FPS lock, he did announce Undertale for PS4 and Vita less than two weeks after GMS got PS4 and Vita export support. He also announced a Switch port about a week before GMS2 announced Switch support, so I assumed YoYo gave him an early preview copy or something.

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09fb1b  No.16830396

File: 445e05fa32833ba⋯.png (895.24 KB, 642x853, 642:853, smug.png)

>>16830367

Sounds a bit like you have nothing to show and that you are constantly working on the same piece of code.

Don't you have some physics or rendering demos to show? I find that making small "working" demos is a good way of learning even if it stays with shitcode for a while, eventually (after you implement a bunch of crap and become a better programmer, your shitcode will remind you that it has to be reworked or else you won't be able to do anything. It also encorages you to keep working on something new instead of always working on the piece which you are already quite confortable.

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0745d1  No.16830397

File: f57ae5c7a98bbcb⋯.jpg (55.56 KB, 560x960, 7:12, EHCDxiqWwAEm7Ke.jpg)

>>16830208

>>16830176

>Replies to my post twice

>Across two separate posts

Tell me anon. How lonely and desperate for attention are you? Girlfriend break up with you? Mommy kick you out of the house? God you're pathetic

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874d29  No.16830431

>>16830331

>I can't find it off the top of my head but as I recall, half a year ago or so, Unity prevented some network tool from being released for the Unity engine because the company broke ToS for something fairly minimal.

I assumed that's what you meant, because UNITY'S GONNA SHUT DOWN YOUR GAME tends to get memed here every once in a while.

basically it was some legalese kerfuffle regarding licensing and a cloud provider, nothing you, me or most of us will ever have to worry about.

https://blogs.unity3d.com/2019/01/10/our-response-to-improbables-blog-post-and-why-you-can-keep-working-on-your-spatialos-game/

https://blogs.unity3d.com/2019/01/16/updated-terms-of-service-and-commitment-to-being-an-open-platform/

if anyone worries about that I'd be more concerned about the shit epic pulled with silikon knights and poopg and their cunty behavior in general.

>I'm more obsessive when it comes to that, thinking that it can always run better than it actually does and desperately working to optimize shit in the most minor of ways just to squeeze out the tiniest bit of performance out of it because, just like me keeping up Backwards Compatibility with Windows 95, I want my game to run on as many potatoes as humanely possible.

fair enough. still, hardly anyone here is a professional dev with a decade+ experience under his belt, learning is part of the process and optimizing whatever engine you use is part of it, so I wouldn't stress too much about it.

plus if your game fills a certain autistic niche people might not even care about performance that much, just look how shit dorf fort runs these days.

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82c604  No.16830514

>>16830037

Static linking so shit can't break from people replacing dlls

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f32793  No.16830518

>>16830367

I heard his follow-up game is still capped at 30FPS for no reason, too.

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a20a2c  No.16830605

File: ded3381b0d60933⋯.webm (Spoiler Image, 4.15 MB, 1280x720, 16:9, baby seal clubbing.webm)

>>16830586

Pretty sure it was the 2016 election which thrust imageboards into the mainstream and therefore started them on a path to a slow death.

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ccfa14  No.16830661

File: 5c603ff17246228⋯.jpg (60.74 KB, 736x711, 736:711, sup_gayboy.jpg)

>>16830586

>anime killed a japanese forum

>cuckime

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3d8370  No.16830789

>>16830331

>Toby couldn't even be bothered to give a shit about avoiding Rixels and Mixels which would have taken minimal effort on his part, do you really expect him to actually go though and rework all his guaranteed-to-be framerate-tied battle attacks and animations?

Why are you expecting technical excellence from a story based gamemaker game? I actually say he did the right thing in focusing on the strengths of his game rather than obsess about how he can't fix it's weaknesses, and I don't care how easy it would've been for you to fix those things, that's the kind of mindset that locks you in place

>>16830367

>Most stuff was made with me having next to no C++ knowledge so it's all an absolute mess

You will think the same of whatever you are doing right now in about 6 months, it's an unending cycle. It's better to try to not worry about it and just get something done, then work from there.

I just finished (1/2 months ago) my cooking system and I already want to rewrite it from zero, but I won't do until at least 1.0 release, because I want to get something done rather than keep polishing what I already have

>>16830037

>>16830514

dynamic linking so people can replace dlls to make mods

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77b83f  No.16831958

File: 633ee89242721b4⋯.jpg (125.88 KB, 1280x720, 16:9, Murenase Seton Gakuen - 01….jpg)

I was thinking of approaching Ron with the idea of making a separate demo day where you guys would have your demo's posted on 5ch, we'd post their demo's on this board, and vice versa. Would you guys be interested? or nah, bad idea.

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Post last edited at

9eff3b  No.16831980

>>16831958

not sure if either of my games would appeal to the nip audience but what the hell

I'd be okay with this, as long as someone were to translate the demo descriptions into moonrunes

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4bab4a  No.16831982

>>16831958

fine with me but yeah the moonrunes might make things complicated

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a31bb4  No.16831988

>>16831958

Sounds cool, I'm sure someone will translate moonrunes to us and English for them.

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3d8370  No.16832000

>>16831958

sounds interesting, considering my game have plenty of waifus

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466848  No.16832034

>>16831958

Maybe hit Ron up with the idea to unfuck this website first, because I don't see it being stable before next demo day at this pace.

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dcedb7  No.16832743

File: 80be05a9479b0e0⋯.webm (7.62 MB, 1920x1080, 16:9, 2020-02-05 18-44-56.webm)

Well this is peculiar. Does anyone know why rigidbodies in Godot like to return home when their moved?

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39755c  No.16832875

>>16832743

Have you verified this happening in Godot outside of your project? This seems more likely to be something else you're doing. *Like the timestop when standing still thing having a move towards position and you never changing said position for rigidbodies**

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64f2aa  No.16833186

File: 6abf8d62cab7052⋯.png (243.44 KB, 646x505, 646:505, sigma2_2020-01-27_06-42-24.png)

File: 57a61483d6ab46d⋯.png (593.66 KB, 1292x600, 323:150, texture_sampling.png)

>>16830188

>>16830367

>>16830346

I'm considering using Lua for Sigma 2 (although not for myself, just as an interface on top of my C code for others) mostly because the language and it's runtime are very small, and because it has multiple JIT compilers for a lot of architectures, and that I can just compile it's interpreter for basically anything with C… although i'm sure it would shit itself for any serious work (and in that case it's your fault for not implementing those routines in C, or better yet, assembly), it seems like the least cancerous option.

I haven't posted in a while, what is your engine like? I've had to reimplement a lot of things before I started to get them right, but I'm finally on a more permanent path now I think… right now i'm working on my materials system for the engine.

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f615b7  No.16833238

File: 47f44e5882d230c⋯.jpg (130.5 KB, 572x303, 572:303, skele thinking.jpg)

I'm at the stage where I'm starting to think about getting some pixel art done.

Do any anons have any experience or suggestions about hiring someone to create pixel art?

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bd575b  No.16833298

Is it safe to update a project from Unity 2019.2 to 2019.3? I have a 2D project in a very early stage in 2019.2, using the preview of the new input system, and I want to take advantage of the new 2D stuff.

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3d8370  No.16833308

>>16833298

copy the whole folder and import the copied folder in 2019.3 and see if everything is fine

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dcedb7  No.16833313

>>16832875

I think i figured it out. Since the coins were so small I had to adjust their default collision margin so they wouldn't turn into possessed mexican jumping beans.

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bd575b  No.16833314

>>16833308

I did that and everything seems to be fine. Thanks.

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6c917e  No.16833416

File: 468b75c3bf0572f⋯.png (52.72 KB, 1289x1018, 1289:1018, 2015-06-21_105813.png)

File: f2ecd16644396ae⋯.png (599.33 KB, 3848x2120, 481:265, 2019-08-08_010431.png)

>>16833238

Try doing it yourself. There are plenty of tutorials around, and it's not too hard to grow the skill from scratch.

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3d8370  No.16833466

File: 90d5a9e60bcb0f2⋯.png (309.65 KB, 1796x824, 449:206, Tiara.png)

Working on Tiara

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f615b7  No.16833477

>>16833416

I'm getting close to done now, and I've been using programmer art for so long. I just want to get it out there and wouldn't mind paying someone for something better than I can make, given the time involved (months for me to learn when I can pay a weeks worth of NEETbux food budget to get someone to do it for me), so that I can ship it and hopefully make a few dollars and at least move on to the next project.

I do plan on learning it in the future though, but I don't want an otherwise complete game sitting around while I spend months learning pixels.

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3d8370  No.16833496

>>16833477

>months for me to learn when I can pay a weeks worth of NEETbux food budget to get someone to do it for me

You might be seriously underestimating how hard is to actually get someone to do what you need done, rather than what you think need done, or what he thinks you think needs done.

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c2d776  No.16833509

File: 957ca5ed792c724⋯.webm (8.41 MB, 1920x1000, 48:25, progress.webm)

Just started on this project. Using Unity to make an open world game and it's gonna be huge. Best game ever made.

3rd person character controller still needs some work. The movement mechanics are mostly done, I just need a way to smooth out the animations. And the player still doesn't slide down steep slopes. Today I was working on the mechanic that would cause the player to step back if his sword hit a wall or something solid, hence the red line rendered when I swing the sword.

Don't really have a good direction for where I want to take the game from now. I'm a shit artist so most of what I do is going to be using "public" assets like the knight character. And I could only find 1 sword swinging animation for him that's actually nice short and simple.

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a70318  No.16833523

File: 4489eb1d994d097⋯.png (69.1 KB, 926x504, 463:252, sexual fantasy violence.png)

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3d8370  No.16833526

>>16833509

>and it's gonna be huge. Best game ever made

I take you are being ironic.

Either way, try to get as much procedural content as possible, or editor tools that make making content trivial, because a single person can't do big open world. Unless it's a big empty world.

Either way, just the fact that you have something at all is ways ahead of a lot of people, just don't get burn out

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c2d776  No.16833535

>>16833526

Thanks anon. I was torturing myself for a while, placing trees manually, but I was very relieved to find out that Unity's terrain editing system had a tool that would automatically place trees in mass, so that really helped speed things up.

I don't plan on making the world much bigger than Morrowind, and I really know what you mean when you say a single person can't do a big open world. I have scrapped over 5 large worlds by now because I wasn't satisfied with the geography. Mountains were too big, areas were too cramped, too many vast areas, etc.

So, for now I'm just going to take a break on world building, focus more on the mechanics, and then when I feel like working more on the map, I'm going to take a content-first approach with the development. As opposed to creating a pretty environment first, I'm going to create some series of challenges and then build the scenery around that.

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3d8370  No.16833556

File: 1fc4c7debc0b823⋯.png (55.93 KB, 813x697, 813:697, Tiara.png)

>>16833523

Fun facts about the Faerie Queen

>She can shapechange between Faerie size and Human size

>Since Faeries have no genitalia and no anus she doesn`t feel the need to wear panties

>She will wear and short skirt/dress and levitate a few centimeters above ground

>Since Faeries have no gender she can fall in love with anyone, even the other girls

Faeries make children by handholding for a few hours, which channels mana from both partners into an egg that slowly materializes between them

Also fixed the ears

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a7c51e  No.16833569

>>16833556

>Since Faeries have no gender she can fall in love with anyone, even the other girls

recordscratch.mp3

If this is an attempt at wholesomeness then it aint working chief.

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39755c  No.16833574

>>16833569

Someone needs to take the money off of the angry tards who got mad at Gust for their "yuri bait"

Plus there's still anons who like forbidden love.

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3d8370  No.16833589

File: ac1a86032ebeeb8⋯.jpg (874.11 KB, 920x1025, 184:205, forbidden love.jpg)

Forbidden love is the best love

After monogamous heterosexual marriage

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dcedb7  No.16833592

>>16833509

Are you going for a dragons dogma kind of deal?

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c2d776  No.16833598

>>16833592

Are you talking about the mechanics or the level design? I've only played about 3 hours of DD, but one thing that stuck out to me was that the level design was fairly linear for an open world game, as it wasn't vast like Skyrim or Breath of the Wild.

If so, I'm not really sure yet. Like I said before, I'm going with a "content-first" approach for the level design, so it might actually be on the more linear end of the spectrum.

As for the mechanics, I don't really plan on having much in the way on RPG elements. Maybe upgradeable health/stamina. Because the model I'm using has the sword permanently stuck to the guy's hand, there's no plans for additional weapons. If anything it's going to have more in common with Zelda.

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787511  No.16833839

File: bd558586df30abd⋯.mp4 (1.14 MB, 1280x720, 16:9, skinned_mesh.mp4)

File: 9cc9c6b79f41e18⋯.mp4 (14.04 MB, 1280x720, 16:9, editor.mp4)

>>16833186

I'm 09fb1b, I haven't worked on my engine for almost 6 months now, mostly due to me being a lazy nigger but also because I enrolled into too many classes this semester. Today I started working on a 3D model manager so that I can start adding new models through paths on my editor instead of having to harcode them into the source code and passing pointers around like an idiot. I think I'll try to create a hash table where each unique directory gets associated with an ID, and then try to do instanced rendering for every entity containing an X ID, instead of just rendering every model one by one from the ECS data center, however I don't know how complicated that will be to implement on my program.

I'll repost a few old clips from my engine. It feels like shit to see these clips and realise nothing has changed on my project for 6 months

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f4fc92  No.16834247

>>16833509

>Using Unity to make an open world game and it's gonna be huge.

hope unity released terrain streaming by then (probably not). never tried unloading scenes or tinkered around with subscenes, so no idea what performance impact that will have

>>16833535

> I have scrapped over 5 large worlds by now because I wasn't satisfied with the geography. Mountains were too big, areas were too cramped, too many vast areas, etc.

that's just part of the learning process, don't worry too much about it.

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c2d776  No.16834256

File: b7579f58bc41c3b⋯.png (131.48 KB, 300x168, 25:14, ClipboardImage.png)

>>16834247

Depends on what you mean by terrain streaming. Should mention that there's a maximum world size I can do without the editor crashing on me, so anything as vast as BoTW would be impossible. I was only memeing when I said the world is gonna be huge, in reality it's likely not going to be bigger than Morrowind's map

The terrain does come with automatic LOD adjustment for distance, but in most cases the entire terrain is going to be loaded at once. Also have multiple LOD models for the trees and rocks.

I have a higher end PC so I hardly notice any performance decrease even with a large world full of rocks and trees. Only time the performance got hit hard is when I used the tool to automatically place trees, and there were thick forests everywhere. The polycount and batch size were normal (5 million triangles, not much for my PC), but the amount of shadow casters were too high, I think. So, if I want a thick forest in my game, then I might have to disable the shadows and instead force some atmospheric lighting to the environment when the player enters the forest.

Kingdom Cum managed to do thick forests pretty well, though. Pic related. Not sure how they pulled it off.

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3d8370  No.16834262

>>16834247

>hope unity released terrain streaming by then

It have scene streaming for ages now

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f4fc92  No.16834290

>>16834262

>It have scene streaming for ages now

yeah, but not terrain. it inevitably breaks down when it gets too big (not to mention performance will be shit much faster), so you probably have to use a loading screen at some point.

like I said never tried subscenes etc. but I assume it will have it's own performance impact

>>16834256

KCD was cryengine tho. and don't forget it has to run on other people's pc too (if you ever want to release it).

there was also an issue with terrain shadows iirc, here's the comment:

>Blob shadows: DO NOT USE UNITY PROJECTORS. They render all the meshes they project onto again with another shader, this adds tons of overdraw and is often more expensive than normal shadow maps in complex scenes, especially if you have terrain in your game, as it re-renders the whole terrain for each blob shadow. I recommend using an alpha blended plane instead if your floors are flat-ish, or use a shader based decal system like the one in HDRP.

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3d8370  No.16834294

>>16834290

>yeah, but not terrain

cut the terrain in pieces and place each part of it on it's own scene

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c2d776  No.16834297

>>16834294

>>16834290

Unity's new terrain system allows people to create "neighboring" terrains, effectively splitting up the terrain for large maps.

Like I said earlier, I can't have too many of these or the editor crashes on me, so the map size is already fairly limited.

So my trick is raising the FOV to 100 to give it the illusion of being vast

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05b4c9  No.16834318

File: 878dcb4dcca5c2b⋯.gif (1.68 MB, 435x250, 87:50, ShinyFlashyGraysquirrel-si….gif)

>>16834297

>100 fov

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8dc82d  No.16834392

>>16834318

Really isn't that much. I typically play Quake at 120 FOV, and when a shooter gives me the option I never go below 100 FOV.

+ For 3rd person games, the high FOV isn't as noticeable since the camera orbits as opposed to rotating in the player's position

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07630f  No.16835243

File: 1cecbb2b136f539⋯.gif (94.09 KB, 256x256, 1:1, forward.gif)

File: cb506a1e941f999⋯.gif (84.32 KB, 256x256, 1:1, forwardRight.gif)

File: ed1fea2f8d7eb56⋯.gif (99.66 KB, 256x256, 1:1, backwardRight.gif)

File: 5633166a4059dd6⋯.gif (74.38 KB, 256x256, 1:1, backward.gif)

File: f22be8222096642⋯.gif (23.95 KB, 346x213, 346:213, lIKJefULUo.gif)

>>16810315

New sprite rough drafts finished and scanned in, really rough but they are good enough for editing. Map selection based on map names parsed from a DAT file working, inventory window needs a parser so I'm going to be coding that next. Reworked radar, it was lagging the game (the fix was easier than I thought but I still refactored all of it). The to-do list is finish inventory system, work on player information saving/loading, then putting some work into the targeting mode. I need some combat animations next.

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0079c2  No.16835545

File: 5cfd39de1637059⋯.png (2.15 MB, 1904x1426, 952:713, Screen Shot 2020-02-08 at ….png)

Blogpost:

>Trying to make 3d game.

>Basic scene was really easy to setup.

>But I still can't do shit without 3d models and animations.

>Now learning blender to make 3d models for my game.

I know it's shit but I'm getting there. And my Best game ever made will include armored trains. Maybe, will be about armored trains

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3d8370  No.16835636

>>16835545

Even if you don't end up making a game learning Blender is very good since it is such a powerful multipurpose tool it can even do video editing

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d48dcf  No.16835664

>>16835545

You may want to start looking into subdivsion modifiers if you are getting a hang of the controls, unless you want to make a low-poly game.

Its a bit different workflow so learning it early on is helpful. Makes everything nice and smooth.

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3d8370  No.16835778

>>16835664

>>16835545

keep in mind that modifiers are not exported with the model unless you apply them

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0079c2  No.16835788

>>16835664

>subdivsion modifiers

Thanks anon. I will definitely try that after fucking up my first model. And obtaining a better feel what I'm doing.

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64f2aa  No.16836329

File: 9e6e3322d41bc62⋯.png (316.83 KB, 525x550, 21:22, palemoon_2019-11-13_05-33-….png)

>>16833839

>It feels like shit to see these clips and realise nothing has changed on my project for 6 months

I know that feeling all too well. You simply can't see code, even if it makes a difference… So what hardware generation are you going for? What's the idea behind your engine going to be? What kind of features are you thinking of tackling when you can work again?

Right now i'm thinking a lot about how to handle OpenGL 1.X hardware… I want to write a software renderer, and an OpenGL renderer for hardware with shaders, like, GLSL, ARB, ATI_fragment_shader on the Radeon 9XXX series, etc. but there is a lot of non-programmable hardware in between those two renderers, so my plan is to adaptively fall back to software rendering in order to support all of the effects I want on limited machines. Meaning that I will have to upload textures generated by the CPU if I want to draw any kind of complicated materials. So I might have spotty support when I upgrade my materials to support shader hardware, and then regain legacy support after my software renderer is done. This is still pretty far off though. I won't think about it until I have basic lighting and sound working.

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000000  No.16836544

>>16836329

Serious question, why bother with OpenGL 1.x? I'm on a ten year old medium-spec PC that supports 3.1, what kind of hardware are you targeting?

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64f2aa  No.16836608

>>16836544

A few reasons, the biggest one is that I collect old hardware and I enjoy writing programs on it. So it's easy for me to test things. I also have to use old hardware at certain times of the year so I need to support it to be productive during those times.

But there actually are people who might use it, mostly Linux users with old video drivers, anyone else who collects/uses old hardware, etc. The software renderer is important for a similar reason, although it has more merit. On non-windows/linux OS'es video drivers are pretty rare. So by having a software renderer you can outperform any kind of OpenGL emulation and make it run on those operating systems.

10 year old laptops are a good example of the kind of machine still used today that benefits from this kind of hardware targeting, lots of people run Linux on old thinkpads, etc. My baseline for this engine is a Pentium 4 or higher. (even if it can plausibly run on a P3 or even a P2 with hardware accel)

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000000  No.16836814

how the fuck do you even get started? right now I'm just autistically going between working on story to artwork to music to level design and making very little meaningful progress. is there a set order to doing things? it's a 2D metroidvania btw

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c0adde  No.16836868

>>16836814

Post your progress

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166805  No.16836912

>>16836814

so where's the game engine?

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64f2aa  No.16837064

>>16836814

>is there a set order to doing things?

No, but you have to meet one basic requirement- you must have a game that you can play and show to other people. Learn how to write programs that draw 2D graphics on the screen and write a simple platformer using the artwork and music and levels you already have. There are a ton of different programming frameworks and tools that you can use to do this. I would recommend EVALDRAW:

http://advsys.net/ken/evaltut/evaldraw_tut.htm

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68c366  No.16837395

>>16836814

Project management.

First you collect requirements. Than you list things that need to be done. Then you divide those things until you can actually do them. Than you do them.

It's a bit more complex than that. But main idea, is that you need to have means of understanding what need to be done and measuring your progress.

Deadlines also help a lot.

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000000  No.16837630

>>16836868

>>16836868

>tor

>posting anything

I have a test tileset which is just basic geometry and a really basic rock/dirt one. The music I have has a really basic framework but lacks in-depth work and all the details (around 20 different tracks). Artwork is nonexistant, one frame of the MC which is basically just a cut and paste of a Metroid Fusion sprite. Story is the most in-depth since it's arguably the easiest part and I can work on it pretty much anywhere in my head.

>>16836912

I'm using Stencyl, I originally started with GameMaker (I think that's what it's called, the engine AM2R used) but it wasn't quite what I wanted. I saw another game that used Stencyl instead (Ghost Song) and I was very impressed, it was also really easy to use for retards who don't know programming. I know I'll have to learn it down the line but I'll get to that point later.

>>16837064

I'm not writing my own engine so a lot of that seems redundant/unnecessary.

>>16837395

I tried doing that, and it works for a couple of days but then I slip back into the pit of endless vidya playing and shitposting with no escape. I don't know how to stay consistent with those sort of things. The weird thing is that back in August I decided to get /fit/ but I couldn't exactly remember why. But here I am now with an extra 20 pounds of muscle and I can squat over 100lbs. I have no idea what's driving me or why I haven't quit, but I still go to the gym (almost) every other day. I've been trying to figure out how to apply the logic of not giving up partway to other projects (working on my JewTube video, my game, and learning to draw) like I have with fitness but I have no explanation.

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64f2aa  No.16837654

>>16837630

>ask how to get started making a 2D game

>get shown a framework for making 2D games

>"i'm not making an engine"

How do you expect to make a 2D game without a programming environment for creating 2D games? Do you think that your alternatives like pygame and love2D are different in any way in the work you have to do to get results?

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323693  No.16837655

File: 0c5ac68e31c841a⋯.webm (1.08 MB, 884x494, 34:19, Untitled 13.webm)

Hi, I will start posting my game here cuz in half they hates my Ip range for some reason

A robot, a little guy, some guns and bulletpooling

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3d8370  No.16837736

>>16836608

Out of every single person in the world that matches that criteria, I think you might actually reach two of them, one being yourself. Unless you actually know lots of forums/irc/mailing lists these people frequent.

On one side, those limitations will hamper your progress, on the other side, limitation is the mother of innovation, so who knows

>>16836814

JUST - LIKE - MAKE - GAME

You open Unity (Because it's the most noob friendly way of making games) and start coding one feature at a time. It will look like shit and play like unoptimized shit, but you don't draw mona lisa after picking a brush for the first time either, just keep going at it and you will slowly improve.

The longest journey is the one that never started

>>16837395

>Project management

If he never made a game before, that's not where he should start. He will just keep ideaguying forever on a googledocs document and never get anywhere, especially since it's hard to tell when he have 'Project management'ed enough to get started

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c3fcf8  No.16837756

Thought that since I had two days off and haven't touched devshit in a while, I'd try to make a roguelike as fast as I can. I expect nothing playable during this time.

>de/remake of Reaping the Dungeon, some DOS-based roguelike, goal is to dungeon dive on Venus to shut off a burrowing machine that is shitting out monsters. All the following ideas are my own

>5 different races (Robot, Cyborg, Human, Mutant, Monster) you can start as, or gradually shift towards. Monsters can't use items, Robots can't use psionics, etc.

>Limb/anatomy system (think simplified DF). A creature dies when its brain fails, which means decapitation or blood loss is the most reliable method to kill something

>Cool shit like grappling hooks, energy swords, vibroblades, laser rifles, etc

So I guess the emphasis would be to transform yourself as you go to overcome different challenges

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3d8370  No.16837789

File: 4954f13584b4200⋯.png (487.39 KB, 1329x965, 1329:965, Tiana the Faerie.png)

Tiana now has wings

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b4f195  No.16837815

>>16837655

Reminds me of Jetpac

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a37632  No.16837816

File: 80b956233426250⋯.png (233.76 KB, 620x640, 31:32, 80b9562334262502d1a8b9ba87….png)

Is there a way to get the Windows version in preprocessor Macros? I wanna use some multi-display functions that are not present before Windows 2000, and as such, I wanna ignore the whole block of code using #ifdef.

I've seen forum posts suggest _WIN32_WINNT and WINVER but neither seem to behave right and, as far as I've read, both seem to be need to set by me instead of returning a definitive value.

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712e22  No.16837836

>>16837816

Pretty sure the answer is no. Only at runtime, using OSVERSIONINFO.

However, you could technically make an executable that when ran, detects the version info and modifies a file containing #define WHATEVERVERSION, then run that program early in your build process, and have the rest of your code use said file to determine what to include through #ifdef. A stupid hack, and I'm not certain it'll work with every build system, but better than nothing I guess.

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a37632  No.16837850

>>16837836

That's a shame. I'll ask around and look into it some more but worst case, I'll make a little launcher that gets the OS info and launches either a regular or legacy executable based on that. Shouldn't be hard but I'd like to avoid if if at all possible.

So far I've been able to avoid any features that don't exist in early versions of Windows but I'm not gonna sacrifice multi-window support for what would essentially be a barely-noticeable inconvenience to the end-user. Most annoying part will be maintaining two different executables, I'll have to remember to comment out the version-exclusive stuff when testing on Win95.

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64f2aa  No.16838121

>>16837816

Check for the existence of the functions using GetProcAddress. If they exist, use your windows 2000+ path, if not, use your win95 codepath. It's pretty simple, I do this to support windows 2000 despite using the Raw input API introduced by Windows XP. MSDN should tell you what DLL to read out of.

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64f2aa  No.16838162

>>16838121

>>16837816

To expand on this: consider such a routine-


typedef BOOL (*PFN_RegisterRawInputDevices)(PCRAWINPUTDEVICE pRawInputDevices,UINT uiNumDevices, UINT cbSize);
typedef BOOL (*PFN_GetRawInputData)( HRAWINPUT hRawInput,UINT uiCommand,LPVOID pData,PUINT pcbSize,UINT cbSizeHeader);
typedef UINT (*PFN_GetRawInputDeviceList)(PRAWINPUTDEVICELIST,PUINT,UINT);

PFN_GetRawInputData GetRawInputData_;
PFN_RegisterRawInputDevices RegisterRawInputDevices_;
PFN_GetRawInputDeviceList GetRawInputDeviceList_;

bool in_raw_link(input_t *in){

//below windows XP raw input is not supported. so it has to be dynamically linked into the program
//to be compatible with win2k, etc
if(!(in->flags & IN_LINKED_RAW_INPUT)){
HMODULE user32 = LoadLibraryA("user32.dll");
GetRawInputData_ = (PFN_GetRawInputData)GetProcAddress(user32,"GetRawInputData");
RegisterRawInputDevices_ = (PFN_RegisterRawInputDevices)GetProcAddress(user32,"RegisterRawInputDevices");
GetRawInputDeviceList_ = (PFN_GetRawInputDeviceList)GetProcAddress(user32,"GetRawInputDeviceList");
if(!RegisterRawInputDevices_ || !GetRawInputData_ || !GetRawInputDeviceList_){
FreeLibrary(user32);
return false;
}
in->flags |= IN_LINKED_RAW_INPUT;
}

//now give our fp's normal names....
#define RegisterRawInputDevices RegisterRawInputDevices_
#define GetRawInputData GetRawInputData_
#define GetRawInputDeviceList GetRawInputDeviceList_

in->flags |= IN_RAW_INPUT_MODE;

return true;
error:
return false;
}

You can easily do this for any win32 function you might not have, at the beginning of your program, and set according function pointers. For raw input it is unnecessary because the win32 message pump will generate different messages when using raw input. This is comparable to how your assembly code can target multiple CPU extensions, so you can CPUID at the start of the program and set "critical_task" to "critical_task_SSE2" or "critical_task_AVX" based on what CPU instructions you support. All in one executable…

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64f2aa  No.16838357

File: e34b12f963a57fe⋯.png (338.72 KB, 640x707, 640:707, self_destruct.png)

>posts wont submit, it looks like the software is shitting itself and dropping everything I send it

>come back this morning

>every attempt worked (eventually), spamming the thread

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dd911a  No.16838385

>>16838162

Giving this a try now and it seems like it's actually working, thanks a ton. I'll probably run into this type of shit a bunch while trying to keep backwards compatibility up.

Also, how is it that random anons here know more about what they're talking about than the retards at stack::overflow?

>>16838357

Happens to me too but if a post actually goes through, it gives me a flood warning.

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c3fcf8  No.16838560

>>16838385

>Also, how is it that random anons here know more about what they're talking about than the retards at stack::overflow?

Everyone here is autistic and has pride in their work

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64f2aa  No.16838575

>>16838385

I'm simply working towards the exact same goal of maximum compatibility. People who don't look into the same technologies will be less knowledgeable. Also stackoverflow is gay.

I think this is where I first heard of this technique: https://www.joelonsoftware.com/2000/04/06/things-you-should-never-do-part-i/

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1874f8  No.16838924

Anyone know why the Memoirs of Magic dev stopped coming around here?

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712e22  No.16838938

>>16838924

He stopped coming around the time the shootings started happening, and when asked about it said that he doesn't trust his country enough to not v& him for tying his real life to 8chan through game development that he eventually wants to make money with.

He should've just been like the brothers cookinganon and grassbro, but he chose to be a scaredycat instead. And considering how much of a diaperfurfag he is, I don't mind him being gone all that much.

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b4f195  No.16838944

>>16838938

Did he say which country?

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f4c14e  No.16839167

>>16838162

Update on this, it's technically working (running on Win95 and the function working on Win7) but it for some reason breaks my window and I can't pinpoint why. Specifically, the window does not draw OpenGL anymore and lags when moved when I use my pointered function EnumDisplayMonitors (GetMonitorInfoA, a function I declared in the exact same way, works fine). Code to declare the pointers is near-identical to yours minus setting the flags (both functions even rely on user32.dll so little change all around). I set up a callback that retrieves info from EnumDisplayMonitors but commenting it out or not using it doesn't change anything, it's something to do with this. Commenting out all the pointer-related code and simply using the original function, it works fine so I really can't figure it out. Thought it might have been conflicting with an already-declared variable but not only is there nothing for it to conflict with in this file, I tried any related variables I used elsewhere and it doesn't seem to work either. The simple fact that the original function works but this breaks it is the thing that baffles me the most.

Might as well post my code but I doubt there's much to it, I'm just wondering what the problem even could be at this point.


typedef BOOL (*PFN_EnumDisplayMonitors)(HDC hdc, LPCRECT lprcClip, MONITORENUMPROC lpfnEnum, LPARAM dwData);
typedef BOOL (*PFN_GetMonitorInfoA)(HMONITOR hMonitor, LPMONITORINFO lpmi);
PFN_EnumDisplayMonitors EnumDisplayMonitors_;
PFN_GetMonitorInfoA GetMonitorInfoA_;

bool win32::KS_win32_multidisplaycheck() {
HMODULE user32 = LoadLibraryA("user32.dll");
EnumDisplayMonitors_ = (PFN_EnumDisplayMonitors)GetProcAddress(user32,"EnumDisplayMonitors");
GetMonitorInfoA_ = (PFN_GetMonitorInfoA)GetProcAddress(user32,"GetMonitorInfoA");
if(!EnumDisplayMonitors_ || !GetMonitorInfoA_)
{ FreeLibrary(user32);
return false;}
#define EnumDisplayMonitors EnumDisplayMonitors_;
#define GetMonitorInfoA GetMonitorInfoA_;
return true;}

Then simply calling EnumDisplayMonitors_ if the above function returns true.

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a4d816  No.16839426

>>16839167

>try to implement this into the default GL window example I was using

>works until I try to std::cout a vector

>that's not at all an issue in my main file

There is not a single part of this that makes any sense.

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a4d816  No.16839439

>>16839426

From what I can determine, it seems to be a compiler issue. I figured it would be since none of this garbage makes sense but I don't seem to be having these issues with Code::blocks. The issue, however, is that I now have to somehow port my shit over and make it work on Windows 95 (which was the reason I stopped using Code::blocks in the first place).

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712e22  No.16839546

>>16839439

Doesn't Code::Blocks just use MinGW/GCC to compile, at least out of the box? That should work for Win95 although you might want to use an older version. DJGPP might also be interesting to look into.

What are you currently using to dev on your old machine, anyway? As in what editor and compiler?

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3d8370  No.16839552

File: 1d9d88156b09a79⋯.png (293.42 KB, 786x965, 786:965, Tiana.png)

Should i make the Stockings black like the tiara, keep it white with black details or make it gradient green/blue like the dress?

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a4d816  No.16839579

>>16839546

>Doesn't Code::Blocks just use MinGW/GCC to compile, at least out of the box?

It does, yeah. The new versions have issues. I assume older ones might not but it's a pain in the ass to find any older versions.

>What are you currently using to dev on your old machine, anyway? As in what editor and compiler?

I was using Visual C++ 2005 with its compiler, which worked fine after one small tweak.

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c3fcf8  No.16839588

>>16838938

>And considering how much of a diaperfurfag he is

Ah, you must be talking about MoM anon

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96e4b2  No.16839672

>>16839552

Why give her stockings in the first place? Just the legs and nothing on her feet too works so much better. Stockings are for bigger, older fairies.

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3d8370  No.16839702

>>16839672

It lacks detail otherwise, in the end i decided for those

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64f2aa  No.16840250

>>16839167

>>16839426

>>16839439

>works until I try to std::cout a vector

>seems to be a compiler issue

This looks like a memory corruption error but there's no way for me to tell. Your code is correct here, definitely. If you're interested I can recommend this compiler:

http://ladsoft.tripod.com/orange_c_compiler.html

Which supports MSDOS and Windows, I have not personally tested it on win95 but you might have some good luck with it.

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d5c264  No.16840319

>>16840250

Update, that was unnecessary. Not sure what exactly was wrong with my implementation, or maybe it was a compiler issue after all. However, instead of loading the function from the user32 dll directly, I now made my own DLL that calls it and does the callback as well, then GetProcAddress to that. Somehow that works and I'm still very confused but I'll roll with it for now because it's made as much sense as any of the errors I've gotten in the past two days.

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9eff3b  No.16840344

File: f33fc69a0e65c43⋯.mp4 (11.29 MB, 1280x720, 16:9, 2020-02-12-22-21-13[1].mp4)

I improved the physics-based dragging mechanic we had in the demo. You'll be able to throw stuff, to distract the guards or hide bodies. Getting it to work inside a sphere in third person was challenging and fun.

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ebf87b  No.16840672

>>16839552

I thing white with black details would be best

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9c9301  No.16840763

File: 9b9f43a1c2f1a39⋯.gif (29.33 KB, 200x200, 1:1, 560c321c-baf6-4cf0-a856-37….gif)

File: f42c045a455ee5e⋯.png (109.14 KB, 821x1216, 821:1216, folders.png)

I just published my second game! I'm getting the hang of this. Now my engine is a mess and I don't want to touch it.

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9eff3b  No.16840770

>>16840763

well, post link

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3d8370  No.16841136

File: 0fe0506eb0cf020⋯.png (528.53 KB, 1367x947, 1367:947, Tiana done.png)

>>16840672

I couldn`t make a black and white one that looked good on her

In the end i went for the gradient, looks more faerie-like

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9fcfa8  No.16843134

man fuck vs why can't microsoft be less awful

I'm trying to compile an engine irrBaw but when i open the folder in vs 2019 it just tells me

Could not find part of the path

I:\vs2019\linux\gcc_arm\arm-none-eabi\include\c++

so i check and yeah the folder vs2019\linux\ doesn't exist at all, so I modified my vs install and added the linux development module or whatever but it's still not there.

Tried googling the error but nothing useful comes up

I have no fucking clue what to do now I don't even know why it's trying to access this folder.

Why is compiling an engine always such a nightmare.

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a4d816  No.16843217

>>16843134

I assume you added that folder into "additional search paths"?

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dcedb7  No.16843349

File: db980163e27f24e⋯.png (62.18 KB, 1910x1013, 1910:1013, fprl finally.png)

Finally got bsp dungeon generation working. Nothing fancy or anything but damn is it annoying to get working right in 3d. I can see why people aren't really doing this.

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9fcfa8  No.16843392

>>16843217

why would I?

that folder literally doesn't exist

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0079c2  No.16843460

File: 96b8f1fc0f1e8d7⋯.webm (323.12 KB, 2062x1200, 1031:600, output.webm)

>Set up playing animation when I click mouse button.

Now what I think I need to do is make some actual'ish resources so I can feed it to Mixamo and fine tune it or add collision shapes and enemies I so would be able to work on core mechanics.

At least some progress.

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5a5654  No.16843572

I finished my game. It took a bit but I made a full length game.

I'm going to upload on steam after I check some things with it and when I manage to get the 100 dollars for the upload.

I hope you fags gets your games done soon as well.

Godspeed /agdg/

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dcedb7  No.16843603

>>16843572

Whats its called?

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712e22  No.16845550

>>16843392

>I just don't have the required software installed why doesn't this work?

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dcedb7  No.16845774

File: 6062e41d56a5903⋯.png (198.64 KB, 1917x1038, 639:346, fprl hallways.PNG)

Hallways can connect on their own now. The algorithm is pretty basic though.

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c3fcf8  No.16849197

New thread where?

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3ec5e6  No.16849215

File: 2996a4545877389⋯.png (246.12 KB, 500x379, 500:379, did you look under the tra….png)

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