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<BOARD RULES>
[ /agdg/ | Mecha | Comics and Cartoons | Anime | Hentai Games | Contact ]

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

ff9655  No.16895791[Last 50 Posts]

Resources:

>>>/agdg/

>>>/vm/

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

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

Links:

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

>Beginner's guide: >>>/agdg/29080

You can't make a game.

____________________________
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9601bc  No.16895799

Romhacking is the worst fucking thing, everything is arbitrary and depending on who made it, things are fucking all over the place and there's just enough sense and logic but then in another part it's completely fucking different and a pain in the ass

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b6efa7  No.16895800

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

What have you been working on recently /agdg/?

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ff9655  No.16895807

YouTube embed. Click thumbnail to play.

>>16895800

I'm trying to make my own raycast engine without copying everything from lodev's tutorial like everybody else does while pretending they understood a damn thing, and I'm also trying to understand how to reverse engineer a game like they do in vid related because I'd like to port some old games I used to like to PC.

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7ffaa8  No.16895813

I am trying and failing to turn a steering wheel in a car when the wheels turn. Unreal Engine 4.24

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5bf25c  No.16895837

>>16895800

I have been struck by a fey mood recently and I've started to create what might be best described as a cross between Dwarf Fortress Adventure mode and Era games.

The idea is that you are a guy in a modern city that's going to be simulated as well as I can, with every NPC having their own desires and preferences, workplace, home, etc. and your goal is to find a chick that appeals to you (or a client) follow them around, learn their preferences and routines through good old-fashioned stalking, then use sneaking and a variety of tools to manipulate their normal life to get them to a spot where you can kidnap them easily and then the training starts…

This is about my 5th or 6th attempt at this, and I'm getting further with every iteration. Looking good so far, I'm doing the random city generation now, after having coded NPC behavior in a test room..

Good random generation is hard, really hard. But hey, I'm learning.

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a0eba3  No.16895846

>>16895837

Use Unity's ECS, You will be needing to update a ton of stuff a whole lot of time, and it is pretty fucking good at it.

Or you can learn how simd works and whatever other magic they use

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51523e  No.16895849

>>16895791

>You can't make a game.

What about making a Japanese game?

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03709d  No.16895854

File: d03571fd6db140c⋯.png (125.96 KB, 250x297, 250:297, 4af4cc0d94020fc3091899e8d4….png)

>try to make 3D programmer art

>they're so ugly they can't even pass as programmer art

>realize I'll eventually have to provide my own 3D assets because I have no money/no budget

>instantly demotivated

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b6efa7  No.16895867

>>16895807

>raycast engine without copying everything from lodev's tutorial

I usually copy everything just to make it work then I refactor it. Easier to understand and you don't risk mixing the tutorial with your own mistakes. Why raycast though?

>>16895837

Sounds huge, sounds fun.

>>16895854

Polygon prototype pack is $5, you can prototype any game with it (https://syntystore.com/products/polygon-prototype-pack). I am also completely incapable of producing any art so I just buy everything. It is limiting but limitation isn't always bad. Not like I have ever finished a game either way.

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a0eba3  No.16895874

>>16895867

>Polygon prototype pack is $5

There is a ton of organized stuff there, but I bet you can get the same scourging for free stuff. But then again, it's about how much your time is worth

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ff9655  No.16895876

>>16895867

>Why raycast though?

I want to get a better understanding of mathematics in general and I can't 3d model properly. My end goal is to make a game like Princess Maker mixed with Bully where you'd be able to sometimes run away from the school to do some dungeon exploring.

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e2b1b7  No.16895879

>>16895854

Make everything basic geometric shapes and pretend it's your "style."

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b6efa7  No.16895882

File: f61a2ac90e72ea9⋯.jpg (40.65 KB, 403x317, 403:317, 1410127447432.jpg)

>>16895874

Yeah the synty packs are actually quite high quality, I own a few of their "Simple"-series from when I was making a kids math game and they were very easy to work with. Gives you the source files as well so you can change it up as much as you like.

>>16895876

>Princess Maker mixed with Bully

>mfw

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5bf25c  No.16895893

>>16895846

Thanks for the tip, but I'm using Godot. If need be, I'll just use C++ for whatever causes bottlenecks if and when they pop up. I'm kinda looking forward to those investigations even.

>>16895854

Try using Anim8or, it's much simpler to use than Blender. Use Anim8orTransl8or to convert the result into a Unity-friendly format.

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3a0b06  No.16895903

File: 7e5cd9a5bc2a03f⋯.jpg (306.76 KB, 1610x2048, 805:1024, 16e144d5e1744cc94a8ce260e4….jpg)

>>16895800

Working on 3D skills because I was making an action game when I realized how little I could actually do without a character model that at least has rough animation. So all I have for the game right now is 3D movement and a lunge that works on grounded and aerial enemies. Thankfully with Corona-chan making classes go all online I have an extra 2 hours every day that'd normally be wasted on commuting.

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8e78bd  No.16895955

File: 2f29d6e8d530896⋯.jpg (511.4 KB, 976x713, 976:713, 1575592251598.jpg)

>>16895903

>mfw my progress shot up a ton because Corona-chan allows me to work from home

Made me realize how much time and energy and soul my job eats every day. I'm not even skipping on work, in fact I feel I'm more productive with that too.

The ability to properly work on my projects instead of twiddling my thumbs whenever I'm waiting for more work, lack of commuting and dealing with retarded commuters, eating whatever I want whenever I'm hungry, listening to whatever music I want, watching streams or whatever in the side, doing something else for a bit to cool down if when retarded people make me lose my shit, no people hovering around making sure nobody is allowed to stop working, no obnoxious people constantly complaining about literally everything next to me and making annoying sounds with everything they can possibly make a sound with, no cancer stick smokers filling the room with their disgusting fumes 17 times per day every day, no retards fucking with the air conditioning and making the office freezing cold in the summer and suffocatingly hot in the winter, the ability to be /comfy/ and soak in the sunlight under my window instead of sitting in the depths of a dark office for the whole daylight duration wearing stiff "proper" clothes and sitting in a stiff "proper" posture, no more lunatics that occasionally wander into the office and make everyone incredibly uncomfortable, I can actually communicate properly since I can do it with text instead of verbally which I'm not good at, it's easier to take a more hard-line stance on things I know more than anyone else about since nobody can start fumbling their "but but"s and poking at the monitor while ignoring everything that I'm saying and/or interrupting me when I'm in the middle of saying it.

Corona is easily the best thing that's happened in many years.

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3a0b06  No.16895990

File: 9b4b91b2d5cd9a2⋯.jpg (239.86 KB, 960x544, 30:17, 1447020025315.jpg)

>>16895955

Corona-chan's biggest boon is how badly it exposed the bullshit of the old workplace. Plenty of businesses are continuing just fine in an online environment. I suspect that after this there's going to be a big push in many companies towards a more remote environment. It also is doing a great job of exposing shit companies based on how they're handling this epidemic. "What did you do for your employee's during the COVID-19 outbreak?" is going to be a question every applicant is going to ask during interviews and really, how companies are currently handling this says everything you need to know about working for them. That's not even to talk about how Corona-chan has exposed the inefficiencies and corruption of nearly every government on the planet.

Corona-chan will be the basis of fixing a lot of broken shit over the next decade

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a0eba3  No.16896023

File: eebc6041cde623a⋯.webm (7.59 MB, 1486x846, 743:423, 2020_03_30_18_25_32.webm)

Now the tile system is in ECS, but also, now the matrix is fucked up somehow sometimes, it gets all black when two values from the matrix are zero, I have no idea why or how this happens

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9601bc  No.16896037

File: 57f2154b0cb938c⋯.png (60.54 KB, 1280x960, 4:3, ClipboardImage.png)

Not really pertinent to my randomizer/generator's progress, but I made a little thing that swaps colors in the palette to test how easy it is to manipulate colors with my framework

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ff9655  No.16896049

>>16895867

I need help with my code. I'm doing a raycast, and for some reason, it stops at the 533rd iteration, no overflow or anything, it just doesn't go further than that.


int main(){
const uint16_t HEIGHT = 600;
const uint16_t WIDTH = 800;
const float BLOCKSIZE = 1.0f;

const float FOV = 60.0f;

float ANGLE = 10.0f;

float px = 5.5f;
float py = 4.5f;

sf::RenderWindow window(sf::VideoMode(WIDTH, HEIGHT), "Raycast");
window.setFramerateLimit(60);

while(window.isOpen()){
for(uint16_t x = 0; x < WIDTH; x++){
bool collision = false;

const float curr_angle = to_radians((ANGLE + FOV/2)-x *(FOV/WIDTH));
const std::pair<int, int> inc = ray_direction(curr_angle);

//current tile
const int cx = static_cast<int>(px);
const int cy = static_cast<int>(py);

//next x
float nx = 0.0f;
//horizontal x and y
float hx = 0.0f;
float hy = 0.0f;
//dist to next horizontal
float nh = 0.0f;

//next y
float ny = 0.0f;
//vertical x and y
float vx = 0.0f;
float vy = 0.0f;
//dist to next vertial
float nv = 0.0f;

if(inc.first == 1){
nx = BLOCKSIZE - (px - cx);
nv = std::tan(curr_angle);
}else{
nx = -BLOCKSIZE * (px - cx);
nv = -std::tan(curr_angle);
}
if(inc.second == 1){
ny = BLOCKSIZE - (py - cy);
nh = 1/std::tan(curr_angle);
}else{
ny = -BLOCKSIZE * (py - cy);
nh = -1/std::tan(curr_angle);
}

//first collision with horizontal gridline
hx = ny/std::tan(curr_angle);
hy = ny;

//first collision with vertical gridline
vx = nx;
vy = nx * std::tan(curr_angle);

//distance to the wall
float w_dist = 0.0f;

while(collision == false){
if(hx > vy){
vx + 1;
vy + ny;

if(level[px+vx][py+vy] > 0){
collision = true;
w_dist = std::sqrt(vx*vx + vy*vy);
}
}else{
hx + nv;
hy + 1;

if(level[px+hx][py+hy] > 0){
collision = true;
w_dist = std::sqrt(hx*hx + hy*hy);
}
}
}
std::cout << x << "\n";
}
}
return 0;
}

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8c3cb3  No.16896062

>>16896049

Throw in some debug prints to help you figure it out. Is it getting stuck in that last while loop on iteration 533 because collision's never getting set to true? I haven't done any analysis to see if that's what's actually happening, but with a while loop running around I figure that's a good place to start looking.

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8b3e9d  No.16896194

File: 1b84879e2d04b47⋯.png (68.93 KB, 1026x770, 513:385, crysismandemo.png)

>buffered the element array data as gl_array_buffer instead of gl_element_array_buffer

finally i have crysis man on my screen

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9601bc  No.16896208

>Take a color and try to add white to brighten it

>It ends up really fucking washed out and white instead of bright

>Was doing Lerp

Shit, what was the solution to this again? I've implemented it before but I can't fucking remember shit

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b458d4  No.16896248

Any tips on networking with other people? I'm trying to think of the best way to get the word out about my game so that, at the very least, people will play it. Only problem is, I'm a friendless autist and don't know where to start. No clue how to network with people or who to even network with.

The approach I'm thinking of would be to set aside the game for now, get good at some creative skill that people like (I'm thinking music), use it to build up a following and hopefully gain connections, then use that as a springboard to at least get the demo off the ground. As long as I'm connected in some way, I think I'll be fine. But even here I'm lost. Where do you share your stuff? How do you build a following? Did other creators just show up on Twitter/Tumblr/Youtube with no followers and just start posting stuff? I doubt it. They had to have shared their stuff elsewhere so people can see it and they'd build a following. But where?

>imageboards are the only place I'm familiar with, but the mere association with them can get you shot down

>named communities like forums and IRCs require you to mingle in with the community, something I can't do, before you can post stuff; otherwise you get banned/shunned for spamming

>posting shit on social media alone and expecting people to find it is like expecting a coin to land on its edge with heads right-side-up

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9601bc  No.16896250

File: cbe1074b7827201⋯.png (55.68 KB, 1280x960, 4:3, ClipboardImage.png)

File: 62e5ee448b3c217⋯.png (55.29 KB, 1280x960, 4:3, ClipboardImage.png)

>>16896037

Messed around a bit more with a palette randomizer. First pic is original, second pic is made by randomly deciding to swap R/G/B channels, applied at 25%, then grayscaling it at 60%. I don't know if it looks better or worse, but I appreciate that it looks different than usual.

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8b3e9d  No.16896252

>>16896049

probably looping in the while collision, most likely in the else branch of (hx > vy)

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3f379a  No.16896260

>>16896194

Crysisdude is looking rad

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a0eba3  No.16896271

File: b67fb2c4179fbf4⋯.png (292.27 KB, 813x957, 271:319, pyramid_trellis.png)

File: 9f216b1eec3215d⋯.png (113.2 KB, 672x927, 224:309, Large_Trellis.png)

Trellis crop time

Next are Greenbeans, Grapes and Cucumbers… trying to figure out how to animate the vines growing it without using shape keys so we can use our "20000 crops on the screen at once in 60 FPS" system.

Maybe hidden spirals under the crop tile that creep upward while rotating

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9b47b7  No.16896284

File: f32bcf5a9ed4063⋯.gif (Spoiler Image, 171.9 KB, 235x444, 235:444, rake_battle.gif)

>>16896271

Day of the rake when?

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919da8  No.16896301

>>16895867

>Polygon prototype pack

does it still have that "you have to allow us to audit your business to make sure not 2 people at once use our precious assets!" clause? fuck that shit. especially when for most stuff kenney works just as well (plus being free)

https://opengameart.org/users/kenney

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9601bc  No.16896329

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c84798  No.16896395

>>16896301

ill make adequate art for yu, only if yu pay me money 4 fish fingers

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b55657  No.16896404

File: d1b6dc9267e3cb4⋯.png (245.39 KB, 1157x415, 1157:415, finished.PNG)

Just did this.

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b6efa7  No.16896437

>>16896049

Does it stop as in it exits the loop, segfault or just loops endlessly?

>>16896301

I don't give much for that kind of clauses as they will never be able to act upon nor is it probably sustainable for them to do it.

>>16896194

Is crysis man PBR? Feels like a nice demo character to use.

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882745  No.16896461

File: 0031ed024d7b892⋯.mp4 (14.81 MB, 480x360, 4:3, Red_Man_2.mp4)

>>16895893

>Anim8or

This is what Sigma dev used and it's beautiful he made red man series ok? which showcase it is a good program to make FMV renders that command and conquer is known for, its red man after all.

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a0eba3  No.16896492

File: 08119ecb86e07c7⋯.png (200.34 KB, 866x634, 433:317, tools.png)

>>16896284

I forgot to make rakes

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65aa06  No.16896500

>>16896492

Why do they look so menacing

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a0eba3  No.16896515

>>16896500

because they are t-posing

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d65f53  No.16896572

>>16896437

It loops endlessly.

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b6efa7  No.16896760

>>16896572

Well, for starters, in your while loop:

[code]

vx + 1;

vy + ny;

…..

hx + nv;

hy + 1;

/code]

Has no assignment, so they don't actually do anything.

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d65f53  No.16896832

>>16896760

I know, I fixed that and the overflow as well, now it doesn't stay stuck on a certain iteration but it only checks the if(hx > vy) and not the else and that's bad.


while(collision == false){
if(hx > vy){
std::cout << "v: " << curr_angle << " " << level[px+vx][py+vy] << " " << vx << " " << vy << " " << x << '\n';
if(level[int(px+vx)][int(py+vy)] > 0){
collision = true;
w_dist = std::sqrt(vx*vx + vy*vy);
}else{
vx += 1;
vy += ny;
}
}else{
std::cout << "h: " << curr_angle << " " << level[px+hx][py+hy] << " " << hx << " " << hy << " " << x << '\n';
if(level[int(px+hx)][int(py+hy)] > 0){
collision = true;
w_dist = std::sqrt(hx*hx + hy*hy);
}else{
hx += nv;
hy += 1;
}
}
}

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b6efa7  No.16896949

File: 3a908348d9c6f3d⋯.png (110.58 KB, 800x632, 100:79, ClipboardImage.png)

>>16896832

It's hard to tell from just looking at the code but if it only runs the first if-statement your test case is either hitting collisions instantly or ny is 0. I just came off a 4 hour debugging session with my driver segfaulting, turned out a typo had me submitting a mismatching pipeline/pipelinelayout. At least I have rendering to an offscreen buffer working now. Tomorrow I need to refactor the whole fucking thing I think.

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d65f53  No.16896989

>>16896949

It wasn't the error but it helped me fix a mistake I shouldn't have made in the code, thanks.

Here's a pastebin for anyone who cares:

https://pastebin.com/V3vYA9cN

>I just came off a 4 hour debugging session with my driver segfaulting, turned out a typo had me submitting a mismatching pipeline/pipelinelayout. At least I have rendering to an offscreen buffer working now. Tomorrow I need to refactor the whole fucking thing I think.

What kind of project are you doing exactly?

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b6efa7  No.16897001

File: f83f8316f6cc320⋯.gif (1.46 MB, 450x337, 450:337, thumbs.gif)

>>16896989

Well done anon!

>What kind of project are you doing exactly?

It's a mixed bag really but mostly it's about refreshing my cpp and graphics programming skills, learning Vulkan and making some kind of demo to try and get a gamedev job. Working in it-consulting is not very stimulating.

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d65f53  No.16897021

>>16897001

>Well done anon!

Not really, It still only checks the if(hx>vy).

>Working in it-consulting is not very stimulating.

If it pays the bills and allows you to do gamedev on the side, why do you try to get rid of it when it could be the thing that enables you to make your own games and be your own boss?

Also: https://www.reddit.com/r/gameDevClassifieds/

I know it's reddit, but people seem to have success finding work with this subreddit.

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9601bc  No.16897185

File: 89c421b7113114f⋯.png (18.63 KB, 836x160, 209:40, ClipboardImage.png)

>The Color Dodge blend mode divides the bottom layer by the inverted top layer

I have correctly implemented this, but it feels cumbersome because of the Math.Min(). There isn't a more compact way to write this, is there? If I use any more assignment statements then it will become slower

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b6efa7  No.16897354

>>16897021

>why do you try to get rid of it when it could be the thing that enables you to make your own games and be your own boss?

It's more about what I currently do being quite boring so I figure I would do a couple of years in gamedev, if I can, then get back to the more stable consulting business after that. I don't consider gamedev (outside of mobileshit) a viable long term career, it just doesn't pay well enough. Thanks for the heads up on that sub, have never seen it before.

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d65f53  No.16897470

>>16897354

> don't consider gamedev (outside of mobileshit) a viable long term career, it just doesn't pay well enough.

Porn visual novels who bait fans do quite well.

Check the related communities part on the side:

https://www.reddit.com/r/gamedev/

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0a2807  No.16897760

File: 9c2915915054bc6⋯.jpg (27.02 KB, 600x600, 1:1, Down_Syndrome.jpg)

Hey guys, I'm fucking with the idea of hyper-destructible environments a-la Red Faction. So far I did:

- Density field with support for multiple materials and adaptive resolution via an octree

- Contouring of the field using CMS

- A bunch of logic to detect if a chunk of material is broken off

Next step is to replace my gay single convex hull approach for colliders with an algorithm for convex decomposition. The problem is that I'm a retarded ape and I need help understanding how algorithms like HACD work. If you guys have any idea and can explain it to me using small boy words I would be eternally thankful

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d65f53  No.16897768

>>16897760

Show us.

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b55657  No.16898438

File: b6b563c69dab7dc⋯.png (631.22 KB, 1658x955, 1658:955, db4.PNG)

>create sick ass double barrel shotgun

>godot fucks it up importing it

>gltf importing borderline non-fuctioning

>COLLADA straight up doesn't even work

>fuck it

>download godot's own """better" collada exporter

>enable it

>"need to upgrade 2.8x"

>the fuck I'm already on 2.8

>decide to upgrade to the newest stable blender install as the last feasible thing I could do

It feels more like tech troubleshooting more than game dev sometimes.

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8c3cb3  No.16898483

>>16898438

But that's exactly what it is when what you're doing is trying to get software A working with software B using third-party tool C, regardless of what information you're trying to push around. Making software work with other software might be essential to the job, but it's not really part of the job. I've done at least two types of work where big important things couldn't happen if someone couldn't figure out and maintain a pipeline for getting two pieces of software passing information back and forth, but even though I had to help work on that problem nobody would say that was part of the job description. It's really a consequence of how computerized certain jobs are these days. Naturally game development is kind inextricable from modern computer problems, but even things like healthcare have lots of problems like that. Polite sage for offtopic flashbackposting.

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01133c  No.16898949

YouTube embed. Click thumbnail to play.

Reached another milestone.

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d65f53  No.16898973

>>16898949

You're going to make so much money with that the day you release it.

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a0eba3  No.16898977

File: 6e44f33de908007⋯.png (3.75 MB, 1920x1080, 16:9, pokejojo_NANI.png)

>>16898949

HOW DO YOU DEV SO FAST MOTHERFUCKER?

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51523e  No.16898984

>>16898949

congratulations

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9b47b7  No.16899005

File: e6f4eb884a35581⋯.png (249.11 KB, 480x360, 4:3, What_a_Time_to_Be_Alive.png)

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8ed683  No.16899016

>>16898977

probably the power of love only a man can have for his waifu

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a0eba3  No.16899245

File: 3c1a824e8bbb7db⋯.webm (746.66 KB, 1012x430, 506:215, 2020_04_02_18_25_29.webm)

Generating normals in shader is pure hell

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a0eba3  No.16899261

File: 860178ba5713850⋯.png (522.74 KB, 714x919, 714:919, cucumber_vines.png)

Textured Cucumber core parts, now need to make the flowers and fruit and figure out how to animate them

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9601bc  No.16899362

>>16898984

>>16898949

I myself will only offer you one (1) congratulation

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db665c  No.16899389

If you are taking assets from a unity game to use in your game, is it better to make the game using iunity or UE4? (i.e. unity3d into FBX and imported into UE4)

Is it possible for unity to open a unity3d file that is not part of the file?

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b49703  No.16899878

File: 2dfcb9599f2a67c⋯.jpg (427.3 KB, 800x800, 1:1, oi.jpg)

>>16899245

in what way? remember reading a unity shader book and it was one of the first things I think, didn't look that hard. but then I know fuck all about shaders.

>>16898949

>more headpat animations

now we're talking

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b55657  No.16899889

File: 72fc5d87dccf2e0⋯.jpg (160.92 KB, 900x1080, 5:6, 72fc5d87dccf2e01d572375add….jpg)

>>16898949

Now to just create a government where this will happen in real life and we would be one step closer to heaven on Earth.

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ba9ba5  No.16899918

File: 571414af76467c6⋯.gif (5.27 KB, 256x256, 1:1, forwardwalk.gif)

File: b8c524142d01470⋯.gif (6.12 KB, 256x256, 1:1, rotate.gif)

File: 4b8686e73240828⋯.png (109.62 KB, 1005x565, 201:113, unknown.png)

File: 0f47809166dbead⋯.png (652.16 KB, 1600x900, 16:9, Untitled.png)

>>16895800

Editing Plutonia maps still (I'm up to Map03), sprites when I feel like it, just implemented animated blood splatters, and I'm making a mapping script so I can use 2D shapes to determine where planes should be placed/rotated/scaled to make 3D maps. I'm building using planes anyway, so I figure I could use ArrayMeshes to make the maps and also add in collision shapes by the same method. Current method allows me to place a Panel, give it a border thickness, and set a floor/ceiling texture that determines if a floor/ceiling mesh should be made. I plan to achieve something like what is in the in-game screenshot. Map generation works partially right now.

I don't understand why Godot has a MeshDataTool which allows for vertex editing but not direct vertex editing in the 3D editor.

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01133c  No.16899931

>>16899245

>Generating

Why are you doing that? What are you trying to do? Are you building them raw out of the TBN Matrix or what?

>>16899389

I dont understand why you are choosing your game engine based on some premade assets that clearly are only meant to be used with Unity. You can't open Unity3D files and import them into UE4. You will have to open it in Unity and then copy the fbx into an Unreal project.

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a0eba3  No.16900019

>>16899931

>>16899878

>Why are you doing that? What are you trying to do? Are you building them raw out of the TBN Matrix or what?

Short explanation:

The "mesh" is made out of many meshes drawn using Graphics.DrawMeshInstancedIndirect, so even though the vertices are the same, they are in different meshes, and therefore will have different normals, especially since many of those are the same mesh rotated 90º, so even though two meshes 'share the same vertice', their normals will be completely different, therefore the normal needs to be generated in the shader

long explanation: https://forum.unity.com/threads/generating-normals-in-shader.859306/

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b6efa7  No.16900185

File: 36fe8103f1fe033⋯.jpg (490.48 KB, 1043x987, 149:141, wtf_reading.jpg)

>>16897470

>Porn visual novels who bait fans do quite well.

I would live off this if I could 1MA, no joke.

Has anyone here successfully implemented area lights? Reading siggraph papers on this shit is killing my brain.

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01133c  No.16900203

>>16900019

Oh I see you are trying to make some procedural mesh. Well my first advice is to not use DrawMeshInstancedIndirect and instead just update the entire mesh at once. If you need to you can split it up into "chunks" but you shouldn't ever worry about this optimization until you can prove it is necessary. You are trying to do everything procedurally in the shader right? That sounds like a mess and waste of processing. Never settle for "on the fly" what you can calculate once and be done with. Besides, it defeats the points if you are already looping through to build the vertices, might as well go the full length and add in the normals as well.

Build the surface normals first. After that build the side normals. Keep them separate and you should be fine.

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d65f53  No.16900232

>>16900185

What's 1MA?

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db665c  No.16900236

>>16899931

>You can't open Unity3D files and import them into UE4

so would that mean that the unity3d asset is only useful for unity and not UE4?

>You will have to open it in Unity and then copy the fbx into an Unreal project.

can even open up the unity3d file despite not having the source files?

You know, after putting a lot of thought into this, I am thinking I should try to make the game in unity, instead of UE4

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b6efa7  No.16900246

>>16900232

One Man Army.

>>16900236

There's probably some tool that let's you retrieve source data in some way but in general yes, unity assets are only useable in unity.

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a0eba3  No.16900249

File: 009896871715d0f⋯.webm (9.19 MB, 1028x896, 257:224, 2020_04_03_14_55_50.webm)

>>16900019

Turns out just not having shit code to

generate the inverse of the local to world matrix is enough to look good enough, it's not perfect, but it's good enough I guess

>>16900203

>If you need to you can split it up into "chunks"

The issue would persist except on the border chunks than every tile

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01133c  No.16900255

>>16900249

>just tile squares

Have you considered not giving a crap about building the normals on the fly and just making the squares overlap and hiding the neighboring edges? You are instancing the mesh anyways so memory isn't an issue.

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db665c  No.16900256

>>16900246

that is the million dollar question, from what i read online, there is some browser plugin that lets you open up unity3d files.

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d65f53  No.16900258

>>16900246

What are you missing to be able to do it all yourself?

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b6efa7  No.16900264

>>16900258

I just know how to program, any attempts at art, animation or sound fails spectacularly. I don't really have the patience to learn it either when I can just get better at programming instead.

>>16900256

I don't think it's worth the hassle really.

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a0eba3  No.16900265

>>16900256

>unity3d files

You mean decompressing a unity's game asset files? Like those Level0.asset?

There should be a way, since the game engine does it, but I never saw it

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d65f53  No.16900276

>>16900264

I can draw anime but I don't have the board so I'm stuck too.

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db665c  No.16900283

>>16900264

>I don't think it's worth the hassle really.

yeah, trying to rip the model from koikatsu (unity) is an annoying experience, and i figured, that i'd be better off making my own

now I am debating whether i should make my yakuza/shenmue H game in UE4 or unity

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b6efa7  No.16900296

File: e56eeac6f1982e3⋯.jpg (14.55 KB, 460x225, 92:45, a0bWXpn_460s.jpg)

>>16900276

Well I think artfags have it a bit easier with visual scripting but that might just be bias on my part.

>>16900283

Use the one you already know.

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db665c  No.16900303

>>16900296

i literally know nothing about either, but i do know C++, so i am going to stick to UE4

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d65f53  No.16900391

>>16900296

I don't think I've made it as an artfag, I'm still a beginner, it's just that drawing anime is easy.

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a0eba3  No.16900414

File: b349e8f93b4d83d⋯.png (594.86 KB, 793x951, 793:951, cucumber_flowers.png)

Female flowers have the dong, male flowers do not.

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8c3cb3  No.16900824

>>16900256

>>16900265

There's a program for extracting at least some unity assets called AssetStudio or something. Dunno if it works with meshes or what format the results come out in if it does work with them. I've only ever used it for resources like textures and audio.

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ec0864  No.16902176

File: 542be2d97a2b1d6⋯.png (1.03 MB, 1600x900, 16:9, 1.png)

File: c9d3c0a10e276c2⋯.png (864.01 KB, 1600x900, 16:9, 2.png)

File: dce99c1aff7e7c2⋯.png (1.02 MB, 1600x900, 16:9, 3.png)

File: ef721432fd51f5d⋯.png (733.94 KB, 1600x900, 16:9, 4.png)

File: 975876336ad99ba⋯.png (1.12 MB, 1600x900, 16:9, 5.png)

>>16899918

Here are some screenshots of my Plutonia edits. Map03, Aztec, is a piece of shit and I don't know what to do with it. Considering scrapping the entire map.

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a0eba3  No.16902393

how do I snap objects to an arbitrary grid?

Said grid is 1x1 in height/width, but it's rotation is arbitrary

My current grid data is: Position (a Vector2 that is [0, 1), it is how much the grid deviates from origin) and Rotation (a Quaternion, that specifies the grid rotation). The grid ignores Y position, it's only for X and Z.

I underestimated the math for this, since it's trivial to snap to axis aligned grids, I assumed it would be easy, but I actually have no idea where to start

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d65f53  No.16902466

So, how many of you are motivated by the FF7 remake that is really not one to get into gamedev even more?

>>16902176

It looks good. What game are you making exactly?

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efb16f  No.16902509

When it comes to unity, how would one focus on "optimizing" their game?

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a0eba3  No.16902515

>>16902509

Do as much as you can on ECS

It's strange, full of limitations, and requires very verbose code but it automagically aligns all data in a exceedingly performant pattern and intrinsically multi threaded

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52569c  No.16902558

>>16900249

>DrawMeshInstancedIndirect

that might be it, never needed it for myself and none of the stuff I watched out of curiosity had mentioned it.

https://www.youtube.com/watch?v=NpeYTcS7n-M isn't the one I remember, but might be helpful.

nevermind, found it: https://www.youtube.com/watch?v=4RpVBYW1r5M

>>16900283

from what I remember modding HS, you can rip the individual parts, but you'd have to combine them yourself. I think com3d2 allows you export of the whole model or has a mod for it.

worst case just grab a model of the marketplace, it might not be free but depending what you want can save you quite a few hours (and time is money).

>>16902509

focus out the bottleneck, you can make any engine throw a bitchfit. as >>16902515 said ECS is a big boost but it's still not finalized and missing parts. and depending where you issue is won't help much if it's simply having too much shit on screen in the wrong way or unoptimized code

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efb16f  No.16902561

>>16902558

Well okay, what counts as "unoptimized code", just so I can have something in mind when writing code.

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a0eba3  No.16902565

>>16902561

run the code and check the profiler

whatever is costing more than 1 ms is probably needing a rewrite, but then again, some stuff is just heavy and even perfectly implemented will still take more than 1ms, so it's a case by case basis thing

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129e3d  No.16902602

>>16902509

Idk about Unity but general advice:

>General performance guideline is "do less work" (e.g. avoiding unnecessary copies/copying large amounts of data every frame, recalculating something every frame when in reality it only changes once every minute or so)

>Guidelines are not rules

>Avoid optimizing until you have a good idea of typical running conditions, since a lot of optimizations involve assumptions about those conditions, and if you don't know which part of your code is actually slow under typical conditions, you might be wasting time optimizing a part of your code that isn't performance-critical

>90/10 rule: 90% of a program's execution time is spent executing 10% of the code

>If it's too slow, use a profiler and find that 10% of the code

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8b3e9d  No.16902607

>>16902509

>optimizing the usage of memory? amount of writes to disk? are you using caches efficiently? how fast in terms of milliseconds or even microseconds (not fps) can you process this?

ideally you want a goal in mind and the most important, benchmark the differences, do note that: your optimization might be pretty good on your machine but not so good on a lower end or doesn't scale as well on a higher end machine.

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e76808  No.16902611

>>16902509

I always made a prototype, then proceeded to play with certain parameters - like numbers of NPCs per level, numbers of projectiles, that kind of stuff - to see which would have the worst performance impacts, then I look at that code and see what can be done better. But only do this if it's actually necessary, unless you're just trying to do it as a programming exercise.

Best thing to look out for, at least for my average code, is iterating over arrays and how to combine that so you minimize the amount of times you do it. Try to keep an eye out for your personal typical weaknesses, it makes optimization much faster.

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d4e297  No.16902620

>>16902509

General optimisation and common sense, really.

Open the task manager, see how much memory it's taking. If it's a lot, you might want to find a better way to store whatever variables you're using instead of that 500*500*500 array of custom types.

Debug.Log and similar functions actually cost more than you'd expect, remember to remove them once you no longer need that.

If you're going with dynamic lighting, every Point Light will force the render to draw another lightmap, so keep these types of lights at a minimum.

Similary if you're using dynamic environment, Unity doesn't really do occlusion from what I've seen. Could be wrong, but you're better off making an algorythm to hide stuff you don't need to see.

Only use Update when you really have to. They do have a cost, even if they are entirely empty and you're often better having a method that something else calls for in specific circunstances than several random Updates waiting on a condition.

Other than that, don't worry too much yet. Be efficient while you write\draw and optimization follows. Once the game is done, check if it's running well and fix it at this moment if you really have to.

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8e78bd  No.16902718

Is there a program that counts pixels? Like you draw pixels and then the program tells you how many of them there are.

I just realized how useful that would be for autistic building games like Terraria and Minecraft and Stardew Valley so I wanted to make a program like that, but maybe it already exists.

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d65f53  No.16902740

>>16902718

I've never heard about anything like this.

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eb6134  No.16902869

File: d8e60d201e21ff0⋯.gif (218.68 KB, 193x143, 193:143, 4CRQpcCUaS.gif)

Animated blood splatters.

>>16902466

The screenshots are of a Doom 2 (Plutonia) map edit I'm doing as a side project. I'm working on a stealth tactics platformer in Godot.

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9601bc  No.16902914

>>16902718

You're literally just iterating a T[] and tallying unique elements. This is a trivial problem

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b6efa7  No.16903213

File: 60d85d53ae1d1f9⋯.png (333.3 KB, 1598x926, 799:463, ClipboardImage.png)

>>16902561

From my experience the biggest issues in performance in Unity comes from the GC, so just keep good track of your memory allocations but don't bother optimizing unnecessarily. Set a performance target and profile regularly.

>>16902718

You could make a simple screen reader that does this for you.

Making progress on my lighting, this is showing illuminance from a sphere light. I think I'm gonna start with Lambert + Cook-Torrance BRDF then branch into BSDFs which seem to be the new hotness.

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8e78bd  No.16903389

File: b191337c607b0f5⋯.png (142.66 KB, 1348x681, 1348:681, pc.png)

>>16902914

Who said it's a difficult problem? I just don't want to make something that might already exist.

Though if I were to do it seriously, I'd want more than just a counter that spews out numbers. Pic related is a mockup I was tinkering with, it's more like a weird pixel art program.

>>16903213

>screen reader that does this for you

What?

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a0eba3  No.16903547

File: b77166f02aa119f⋯.png (568.79 KB, 640x421, 640:421, ClipboardImage.png)

Grids are properly a thing now, and tiles don't fuse with other tiles in different grids. Now I only need to be able to plant on those and the tile system should be working

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b6efa7  No.16903570

File: 930e2a545fe000c⋯.png (517.99 KB, 1604x934, 802:467, ClipboardImage.png)

>>16903389

>What?

I thought you meant while you're in a game like Terraria, then you could make program that's basically an overlay that you put over your game window for counting pixels.

Got a working sphere light now.

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9601bc  No.16905114

File: 1efe254fcb0d135⋯.png (1.34 KB, 181x181, 1:1, ClipboardImage.png)

How can I detect whether map tiles are connected? In pic related for example, this dungeon generator should fail because the blue and green regions are not attached to the rest of the map, and would get either pruned or forcibly connected. Each cell can join NESW

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9601bc  No.16905119

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e76808  No.16905121

>>16905114

Use whatever movement algo you're using for NPCs (like A*) to try and connect to the first room you've generated. If there's a way to every room from there everything is connected. If a room can't be reached from there, it's not.

Alternatively, start with every tile being a wall, then carve out rooms, then go from room to room and carve a path to the next room in sequence. That way you'll always know that everything is connected.

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9601bc  No.16905149

File: d989ed6f16dc042⋯.png (1.38 KB, 181x181, 1:1, ClipboardImage.png)

File: 2cb4fcd5bb7f3aa⋯.png (1.39 KB, 181x181, 1:1, ClipboardImage.png)

File: c165bb23ce6c894⋯.png (1.41 KB, 181x181, 1:1, ClipboardImage.png)

File: e6f90e18ec20533⋯.png (1.3 KB, 181x181, 1:1, ClipboardImage.png)

File: b7075c53057cdf8⋯.png (1.42 KB, 181x181, 1:1, ClipboardImage.png)

>>16905121

Actually here's a better example of what I'm after. There would be tiles that cannot be used in this room, since they're reserved by other rooms (black); tiles that are okay to traverse (gray); and doors/goal tiles (blue). Depending on how the connection is made, any of the red paths would be considered valid. I don't necessarily want A* because it would have a "solved" path that is very direct and boring, but I don't want a drunken walk that fills up the entire possible domain, either.

Starting with filled/disabled areas and carving them out seems like a good plan, but because of my black tiles, I might have a situation where its impossible for goals to join together (last image)

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c0b9a5  No.16905240

Is it a good idea to use the source engine to make an action rpg or should I use Godot?

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3ecb14  No.16905307

>>16905149

so you just want a connected layout but necessarily a straight line but no maze either?

if it changes over time you could check if tiles getting blacked cuts off the path, else pick a different tile. another idea would be generating layouts till you find one that works (probably faster than trying to optimize one, but I'm still wrestling with graph theory myself, so someone else might know more in that regard).

www.redblobgames.com might have some math that might be helpful, least did for me.

>>16905240

both c++ so godot, if you wrestle with an existing engine might as well pick the more open one that also gives you more freedom. never used godot but I assume it also works better for an action rpg too.

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b6efa7  No.16905367

>>16905240

I see no reason to use source unless you're either making a mod or really want to use Hammer for some reason.

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c0b9a5  No.16905478

>>16905307

>>16905367

I was wondering because I'd like an engine that doesn't require a lot of power for the 3D.

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b6efa7  No.16905489

>>16905478

That's more down to your implementation than the engine you pick.

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990b96  No.16905522

File: 441cf0f30e4b0e5⋯.webm (15.23 MB, 1280x720, 16:9, 2020_04_08_15_55_12.webm)

Almost done with inventory, gotta move on to other stuff

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422c8d  No.16905623

>>16905522

If the AK mags can't just be a straight line block they should be a 3 block L rather than a 4 block Z. That bottom block barely has any magazine in it and disappears when loaded into a rifle regardless.

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990b96  No.16905671

>>16905623

all the shapes are auto-generated, those few pixels on the bottom make all the difference to the generator. That can be tweaked, though. I'll play around with it, though stacking them this way is fun

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422c8d  No.16905689

>>16905671

That makes sense. I suppose as you keep testing you'll figure out what works best. Good to hear it's adjustable so you can fine tune problem areas if they arise.

I would suspect that during gameplay if the inventory is full most of the time you or your play testers will find a small section of an item taking up an entire block as more annoying than fun. Then again, you have the game in-front of you, and I don't.

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990b96  No.16905736

>>16905689

next Demo Day in less than a month. It will be fun to read the feedback on this and all the other stuff that will be added by then

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9601bc  No.16906002

File: 3d422e229a6b958⋯.png (66.5 KB, 200x210, 20:21, ClipboardImage.png)

>>16905736

>05/05 in less than a month

>It's almost May

>Already half the year is almost gone

Christ, I forgot all about demo day

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9601bc  No.16906181

File: 61f2db1c9cd41f4⋯.png (1.42 KB, 181x181, 1:1, ClipboardImage.png)

File: 105745acb24aff4⋯.png (1.4 KB, 181x181, 1:1, ClipboardImage.png)

>>16905149

https://en.wikipedia.org/wiki/Self-avoiding_walk

Some implementation of this might be what I'm after. My naive thought would be that since my room bounds are finite, it would easy to create a random, fully connected graph, and then prune out anything that does not connect to a door/goal node.

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b55657  No.16906253

File: 7637c9cdd150052⋯.mp4 (9.62 MB, 1280x720, 16:9, 2020_04_08_21_17_21.mp4)

Full reload and firing animations completed for two weapons.

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9601bc  No.16906726

File: 9d52dcbadf1a767⋯.png (2.13 KB, 304x160, 19:10, ClipboardImage.png)

Couldn't be bothered to do a visualizer, but with the input data on the left (allowed/disallowed screens and red goal tiles), my path generator thing came up with the image on the right.

Basically, it was a modification of Dijkstra's algorithm with no costs. As long as there was a frontier tile, it would take one at random, and then expand to put the neighbours on the frontier, until the whole map was traversed. Then, it inverted the direction flags on each tile, so that instead of being a path from root->goal(n), it was able to traverse from each goal back to the roots. Then, any tile that wasn't part of any path got discarded.

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b6efa7  No.16907446

Theme slaughter round is live for LD46, anyone here going to join? https://ldjam.com/events/ludum-dare/46/theme

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168efc  No.16908954

File: 12b1b6abf89319a⋯.png (2.39 MB, 4155x5281, 4155:5281, tree_2020_04_11_23_55_58.png)

File: b4fb8e8b48f576e⋯.png (84.76 KB, 959x569, 959:569, gated_city.png)

HellasDev here. First major tech-tree update in years, bringing the tech level up to copper. Also wool, fishing, coinage, gates, and the tutorial can now be skipped.

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e1cdae  No.16908958

>>16907446

>someone finally reminds me of LD before the event starts

>it's during a lockdown anyway so I have the time

Thanks anon. Thanks to you I can actually get my tools in order beforehand for a change. I'm joining.

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c0b9a5  No.16908980

>>16908954

Full thread about the game here >>>/agdg/>>33710

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dabb05  No.16908982

File: edeaba5f3ff7036⋯.png (563.49 KB, 1600x879, 1600:879, 2020_04_11_093747_1600x900….png)

>>16895800

I'm trying to just liek maek gaem in Haskell with SDL. I managed to get a sprite to move around on screen. but now I've gotta refactor a lot of my code since a lot of what I wrote was just shitty kludgy junk that I can probably simplify or abstract away.

Code in case anybody's interested: https://p.sicp.me/b55VD

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b6efa7  No.16908989

File: faa8e65f6c7374e⋯.png (164.48 KB, 1280x1024, 5:4, ClipboardImage.png)

>>16908958

Glad to help anon, I usually have the same problem and missed LD45 because of it. Will probably go solo this time around so it won't live up to my LD44 game which I personally think turned out pretty great, but hopefully it will be fun either way.

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3c65d9  No.16909215

shmup anon here,

Last time I think I just fixed trails and blur effect (somehow)

Next I worked on camera movement which made me realize I needed to differentiate between ground units and player layer. I went with adding a unit (vertex) attribute and moved camera as well as lighting in their own uniform buffer.

Then for some reason or along the way I noticed the framerate would keep at 50FPS, so I re-arranged the delay calculation and it's more stable at 60FPS. While I'm at it I also tested the windows build but there's something fucky that I would need to fix later.

Then I was thinking about how I would manage background scrolling and other elements, but it should follow the same process than regular units:

Using the common model buffer for rendering, then have the specific background data buffer for element placement, UV shifting, etc… That I would need for background.

I'm almost feeling how to re-arrange the code to generalize this, but it's still a bit fuzzy.

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6a463e  No.16910829

File: f93a5b568822e7c⋯.webm (4.61 MB, 400x300, 4:3, StoryUpdate5.webm)

File: b85936e47a4f9d3⋯.webm (2.72 MB, 400x300, 4:3, StoryUpdate6.webm)

File: 2e65732c62e32c7⋯.png (438.72 KB, 1600x2400, 2:3, Small_Alto.png)

Well, it's been literal months since I posted an update. I'm not even sure if people still care (or if we'll ever have another UT stream), but I finally finished remaking my opening, so I felt like sharing.

As an anon pointed out, the original opening was just too silly for what I was going for. As such, it was changed to something more appropriate to the story.

Of note, I'm thinking of making "comic book" cut scenes, which you'll see in Update 6. Of course, I'm not an artist, so it's just going to be black text on white background explaining what should appear in the cell. You'll probably need to pause to read them.

It appears that the opening sequence is now about 13 minutes long, but it's across 4 scenes and two combats. Well, a combat and what is a glorified interactable cut scene that uses combat mechanics. Hopefully the changing of scenes helps prevent the audience from getting bored.

Also, Alto now has an updated image set.

I really wish I had more to report after all this time, but I have far less free time than I did before.

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65f737  No.16910900

>>16910829

Should the worst happen, where can we find progress on it? Or at that point will it just be dust in the wind?

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8fc43d  No.16910997

Just want to give a heads up to all my fellow aggy daggiers that there are gonna be hard times ahead.

See also >>16910985

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990b96  No.16911122

>>16910900

>Should the worst happen, where can we find progress on it?

my suggestion is that everyone bookmark the wiki and just coordinate there if shtf.

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b6efa7  No.16911126

File: 7e2476ff7bb1bdb⋯.gif (1.83 MB, 400x232, 50:29, 1421224581651.gif)

>>16910997

My fucking lord the cake kike just can't get enough of attention, can he?

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371ba8  No.16911447

>>16911122

The wiki could use an update. Thread archives haven't been updated since before the domain change. The projects list is very dated. There's no page to list bunkers.

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73bba8  No.16911471

>>16895791

>the cube engine lets players edit levels in real time

>not a single cube engine game has a destructible environment

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c0b9a5  No.16911474

>>16911471

Wrong thread?

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990b96  No.16911501

>>16911447

You have no idea how much I'd like to update it but I don't have time. I even wanted to upload and host the archives somewhere as html

Cos yeah, I have been archiving that and all bunkers

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6a463e  No.16911527

>>16910900

>Will it just be dust in the wind?

I will continue to work so long as the UT streams continue. If they stop, I'll probably do what Die Totenmaske did and make something original using what I've built. Though, I will probably remake everything in 3D and overhaul a lot of the systems simply due to the fact that 2D animation is really difficult and I don't think I can afford commissioning animations right now.

>>16911122

>my suggestion is that everyone bookmark the wiki and just coordinate there if shtf.

I had not considered using the wiki. I think I'll go make an article on the game now.

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c0b9a5  No.16911555

>>16911501

How do you update a wiki?

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371ba8  No.16911587

>>16911555

You go to the page and click the edit button. It helps to know wiki syntax. Your IP or part of your IP will be shown in the change log unless you use an account.

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c0b9a5  No.16911590

>>16911587

Ok, I'll do a couple of updates later.

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9601bc  No.16911696

>>16910997

How many of you anons are gonna stick around here? I've mostly been using the /agdg/ board as a slow archive of progress, and these threads to show off / ask questions. Is it worth going to the bunker or another site??

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15407b  No.16911714

>>16911696

I'll stick around to see what happens. This place was already pretty slow and I don't think we will survive another split.

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371ba8  No.16911735

>>16911696

I'll go wherever the community is. It would be nice to have a working site but we can't enjoy it without users.

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dabb05  No.16911775

>>16911696

I'd be fine with moving to another site, 8kunt is a laggy piece of shit and jim is an even kike than cakejew.

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52e4a9  No.16911799

>>16910997

>>16911696

If you really cared about any of this then you'd have left long time ago.

But if you want to explore options then there's currently 2 in the webring.

https://julay.world/v/res/4470.html

https://anon.cafe/agdg/

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c0b9a5  No.16911807

>>16911696

I'm staying here unless the community moves somewhere else.

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52e4a9  No.16911824

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990b96  No.16911863

>>16911824

/agdg/ also mentions this

https://endchan.net/v/res/11733.html and 2chen (ded), which was our primary bunker untin vch.

there really was some heavy splintering going on. Both smug and endchan threads (and boards) are inactive.

>>>/agdg/29079

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371ba8  No.16911875

>>16911863

Didn't Endchan go down at the same time as 8chan? That's not a good sign for a bunker.

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4a70db  No.16911897

>>16911875

isn't it also run by some tranny buttbuddies of cripplekike?

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c0b9a5  No.16911905

What about Josh from kiwifarms? Doesn't he have a board somewhere?

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52e4a9  No.16911916

>>16911863

This is the only non-4chan /agdg/ with any semblance of real activity. julayworld's thread is mostly shitposting but it's the next most active.

>>16911905

If we're migrating then we should take the opportunity to become free of all these autistic jews, not move from one to another.

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990b96  No.16911921

>>16911875

it wasn't. didn't live long but it was (and now apparently is) there.

>>16911714

>I don't think we will survive another split

and some devs never came back after the last exodus. No idea what doctard, Sentiencedev or godot stralthdev are up to

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990b96  No.16911942

>>16911916

>only non-4chan /agdg/ with any semblance of real activity

I'm aware. There's /gd/ but it definitely isn't the same thing

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9601bc  No.16911956

>>16911905

I thought Josh was codemonkey, or at least someone on the team. Christ, there's so many name I know but don't understand, since HW buggered off those years ago.

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52e4a9  No.16911991

>>16911956

Jim is the owner of 8kun and 2channel, and the one who's most interested in /qresearch/ and pandering to them.

Ron (codemonkey) is Jim's son and the only actual developer we hear anything from, though we don't hear much from him either.

Josh (runs kiwifarms) is some retard who was hired long time ago to create new software for 8chan from scratch because they could hire him for peanuts, but it failed. He's been mostly irrelevant since except for attempts to create 16chan/nextchan or whatever, and failing those too.

I wouldn't characterize any one of them as stable or trustworthy people.

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b6efa7  No.16912057

File: 6ff83fa08897860⋯.png (71.25 KB, 636x407, 636:407, ClipboardImage.png)

Round 1 is live, they're all shit. https://ldjam.com/events/ludum-dare/46/theme/1

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c0b9a5  No.16912064

>>16912057

You're supposed to respect all of these rules or just a few?

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b6efa7  No.16912072

>>16912064

It's just voting so we get 3 rounds of different themes then a final round voting between the top themes from the first 3. Only one is selected at the end and you don't have to follow it but it's encouraged, especially for compo.

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52e4a9  No.16912082

>>16912057

>turn a violent genre non-violent

Could be interesting.

>1 minute to prepare

Sounds suitable for a game jam, but also pretty restrictive, like everyone's going to make some wave defense game in essence.

>fragile

>side effects

I can imagine some interesting ideas for these.

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b6efa7  No.16912094

>>16912082

They just all feel like they would deliver samey games to me, which would make a gamejam really boring. But we'll see, I have no ideas myself so far at least.

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9601bc  No.16912126

>>16912057

Decay could be interesting if you have "less" of things as time goes on. For example, reduced stats or enemies, or the tile-based level literally disintegrates. For Garden, I'm thinking a SimCity clone

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6a463e  No.16912155

>>16911527

>I think I'll go make an article on the game now.

I have created an article on the game. I probably won't post any story updates there, but I will hopefully remember to keep it up to date with any mechanical changes to the game.

If the worst comes to pass and this site goes down, I'll probably start putting story updates there as well. Would be better to have a place people could comment things, though. I much prefer having someone to talk to about the game, even if it's something as simple as "I hate everything you're doing."

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d2685c  No.16912240

>>16912057

>turn a violent genre non violent

I always wanted to see a Survival Horror game that had "happy" undertones, in the sense that YOU are the horror and THE ENEMY must survive you.

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e1cdae  No.16912283

>>16912082

I know there was some youtube letsplaybait game a some point where you had 60 seconds to gather shit before the nukes dropped, and then had some roguelite elements as you tried to have your family survive in a bunker.

Could also make a game where your character goes through a dungeon himself, but you have one minute to gather some stat things or equipment.

Or a game where you get to read instructions for solving some elaborate puzzle for one minute, like Keep Talking and Nobody Explodes kinda.

I don't like that theme, but more because it'll lead to short-ass games not because there's no interesting ideas.

>>16912240

>and THE ENEMY must survive you

That's violent.>Sounds suitable for a game jam, but also pretty restrictive, like everyone's going to make some wave defense game in essence.

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4df52c  No.16912350

>>16911991

Is Josh the guy who made that new imageboard software that shat the bed when running on 8ch's servers? real fucking shame, on the test website that shit ran like a dream.

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c0b9a5  No.16912357

>>16912350

It was because of the moderating bot or something like that.

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4df52c  No.16912367

>>16912357

What was because of the moderating bot? I just found a website that uses Infinity next and it's source code repository which still gets regular updates, still runs like a dream, kind of makes me a bit sad.

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52e4a9  No.16912378

>>16912350

The software was fine until you put a lot of traffic through it, that's when it shat the bed. If I recall right he never properly fixed it even when he continued developing it on his own website, but that was a long time ago, maybe it's been fixed since.

>>16912357

I think you're thinking of the /a/ mod bot. That's completely unrelated, it always caused a lot of stress to 8chan.

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4df52c  No.16912398

>>16912378

He's still developing it based on what I've just found, I wish Codemoney would consider a test of that software again, it still at least on the test website I checked runs very smoothly, although it still also needs a lot of work.

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d2685c  No.16912453

File: e295cbfa63ee001⋯.jpg (369.66 KB, 1440x2048, 45:64, Mieruko_chan_2.jpg)

>>16912283

Well, it's a bit more complex than that, and a Manga I read ended up basically ghost stealing my idea.

The short version is, you control a little girl who can see horrific, grotesque creatures. People from, dunno, a sanitarium or an orphanage or a government or whatever, really want you locked up (either out of fear or necessity), but the little girl, who is not scared in the slightest by the monsters, can use them to solve sort of like stealth/platforming/puzzle sections (i.e. summoning some fucking Insane Cancer like abomination to lift something heavy or having Valtiel like creatures get through air ducts or windows to get doors open, complete with spastic movement). The catch is that the monsters, while obviously useful for scaring away most people and even hurting them or scarring them, have some glaring weaknesses that "traditional survival horror styled protagonist" enemies can exploit.

Basically the tone would be still eerie and dark, but the interactions between monsters and the girl go from grotesque to charming. Think of a Silent Hill game where you play as Alessa pre rebirth.

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ae4bf2  No.16913091

>>16911696

>How many of you anons are gonna stick around here?

Abandoned this shithole months ago to one of the alts that was posted. I thought it was bad before 8chan went down, but good lord. Only came back to see what you guys were up to.

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9601bc  No.16913103

>>16913091

Is there a problem with this specific thread?

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8c2830  No.16913195

File: 461122fce807229⋯.png (304.81 KB, 640x480, 4:3, Screenshot_Doom_20200412_2….png)

File: 6b8e454aac17715⋯.png (238.13 KB, 640x480, 4:3, Screenshot_Doom_20200412_2….png)

File: 64d18fa4bb94d1e⋯.png (166.44 KB, 640x480, 4:3, Screenshot_Doom_20200412_2….png)

File: 26c1c11ee79a4fa⋯.png (253.47 KB, 640x480, 4:3, Screenshot_Doom_20200412_2….png)

Shelved my game so I can actually make something fun for a while (still working on map generation, plus I had some ideas on how to refactor map selection script). Third Plutonia map edit, this time I edited Aztec. This map is fucking hard and it needs balancing.

>>16911696

So do we have a selected board yet? Otherwise I'm just hanging out in the 4chan agdg discord.

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b6efa7  No.16913507

>>16913195

>4chan

>discord

What the fuck

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e1cdae  No.16913524

>>16913507

We already knew he's a crossposting furfag, why does discord surprise you?

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73bba8  No.16913532

>>16911474

I'm implying someone should make a Cube engine game with a destructible environment dummy

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b6efa7  No.16913535

>>16913524

I have a hard time keeping up with individual devs to be honest

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990b96  No.16913567

>>16913524

aren't you confusing people

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e1cdae  No.16913601

>>16913567

See >>16902869

The furfag is the same person working on Plutonia map edits. Just because his IP switched doesn't mean it's not the same person.

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e2b892  No.16913657

YouTube embed. Click thumbnail to play.

Here is the final Congo edit.

>>16913507

They are more active than here. More progress posting. I only post on the discord though, their thread sucks about as much as this one. I tried hopping into the irc for this AGDG and no one is ever on, so I stopped. I'm here to post progress.

>>16913601

This.

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e2b892  No.16913661

YouTube embed. Click thumbnail to play.

>>16913657

Well of Souls edit.

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e2b892  No.16913674

YouTube embed. Click thumbnail to play.

>>16913657

Aztec edit.

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c0b9a5  No.16913686

>>16913661

>>16913659

It's the same video.

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e2b892  No.16913711

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4df52c  No.16913731

File: 382f5c78b24e00b⋯.png (422.02 KB, 632x752, 79:94, male_and_female.png)

Perfect timing to actualy decide to yes dev.

Working on male/female bodies for game mesh/textures are mostly done, need to overhaul rigs, create animations, overhaul minor details like eyes/lases/brows, finish armors/clothing.

Any criticisms, detail is good enough for what I want to do.

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251202  No.16913747

>>16913731

bigger tits

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0fd7d4  No.16913757

>>16898977

He's like 450YDPM (YandereDevs per Minute) of fast.

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4df52c  No.16913768

File: 84fa9039323884a⋯.png (359.61 KB, 702x755, 702:755, larger.png)

>>16913747

Is new size sufficient?

>>16913757

Looks like you're missing a few 0s.

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b6efa7  No.16913948

File: 525d64bcadbf2ec⋯.png (37.2 KB, 375x478, 375:478, ClipboardImage.png)

Round 2 is live.

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990b96  No.16914707

File: 39b0cfbafe4cba1⋯.webm (7.63 MB, 1280x720, 16:9, 2020_04_14_01_13_43.webm)

I've had some fun today

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b55657  No.16914713

File: 50511853794799f⋯.png (375.71 KB, 1087x560, 1087:560, smg.PNG)

New weapon: Silenced SMG

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21467a  No.16914718

>>16913768

The ethics committee has said they're too big now, change it.

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4df52c  No.16914880

File: bd6db4e49cf517a⋯.png (326.09 KB, 698x718, 349:359, ethicsd.png)

>>16914718

I changed her, but now I'm too busy to make additional changes.

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e2b1b7  No.16914893

>>16914880

Why does she have two testicles but no penis?

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4df52c  No.16914908

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b55657  No.16914916

File: 899dd5c57ccaaa5⋯.mp4 (3.37 MB, 1280x720, 16:9, 2020_04_13_19_27_43.mp4)

SMG fully done.

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4df52c  No.16914925

>>16914916

Your animations look good, not so much your textures.

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b55657  No.16914928

>>16914925

They're PSX style pixel art. Maybe I'll get some dedicated artist to spruce them up for me.

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4df52c  No.16914965

File: 85a036a07e6746b⋯.png (105.71 KB, 720x487, 720:487, pistola.png)

>>16914928

Like early PSX? pixel art got a lot better over time.

I can't really tell but are the faces still flat shaded, you should be using cuts to separate manually instead of using just flat shaded faces.

I still think you could do more with the pixel art but I shouldn't really be criticisng you over that.

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e1cdae  No.16915102

>>16913948

And round 3 is as well, but you can still vote for round 2 if you missed it.

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2b9bbc  No.16915276

File: 35006ba870ed69e⋯.mp4 (59.61 KB, 540x540, 1:1, EIClYR2UcAEREJT.mp4)

How good/bad is Dreams(ps4)? Someone tried?

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48ba68  No.16915292

>>16915276

Super fun to play around with but not a totally straightforward game to use. It heavily relies on logic circuits.

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e1cdae  No.16915437

So Ludum Dare voting is supposed to be 3 unique batches, then the most popular ones from the 3 rounds in the final round right?

Then why is Deja Vu in all 3 of them? A meta shitpost?

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b6efa7  No.16915439

>>16915437

>Then why is Deja Vu in all 3 of them? A meta shitpost?

I think it's a joke but I can't really tell. Seems like a dumb thing to shit up the voting "for the memes".

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3ce0ab  No.16915594

File: 9cd3fe115e5536c⋯.jpg (12.28 KB, 250x157, 250:157, cffcc3cf7024affb6ae8ff22c5….jpg)

File: baacf69b011febe⋯.jpeg (11.35 KB, 259x194, 259:194, pistol.jpeg)

File: 326909211f80c8a⋯.jpg (65.76 KB, 640x480, 4:3, 256888_nightmare_creatures….jpg)

>>16914928

>They're PSX style pixel art

You're using the age old excuse the indies do where they think calling it "Pixel art" is a get out of jail free card. It even looks like it came from an indie game. In these Nightmare Creatures pics the guns in the bottom right are 3d objects that rotate and they look pretty realistic even if they're low res, and that's also the gun the character uses in the game so it's no pre-rendered. It's because of smart color choice and just good art direction.

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0fd9a5  No.16915595

>>16915594

Give him a chance, he's probably in the early days of the making of his game.

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b6efa7  No.16916178

File: 185774ae3e079e5⋯.png (2.35 MB, 1602x939, 534:313, ClipboardImage.png)

Skybox using equirectangular textures implemented. Next up is reflections/IBL.

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b55657  No.16916241

>>16915594

Well that's cool and all, but I like my games to look good, AKA not made by a chinky monkey. Those examples look like utter numale pixel shit and are probably from a trash game as well.

>>16915595

Nah. About a year off and on.

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fb0fa4  No.16916242

File: d4b776e17f0917b⋯.png (328.76 KB, 534x500, 267:250, sadman.PNG)

>>16915594

This is what discourages me from trying to make my perfect metroidvania. I'm afraid of paying some faggot for pixel art and him delivering me a 1 pixel arm shit. I want something of the quality of SOTN, but I know that will be VERY VERY expensive…

Then I think about Timespinner's art and it's enraging a game that bad had to have art as beautiful, and there's also the new lodoss war game. For now, I can just fuck around with free assets in godot perfecting game mechanics and honing an story, but I know it will never happen, and if it does, it probably won't look anything like I really wanted it to.

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0473c4  No.16916287

YouTube embed. Click thumbnail to play.

>>16914916

You should really be basing your textures off of real photos which have been edited and shrunk down to 256x256 or below. 128x128 and 64x64 were common.

Most ps1 art like that was drawn as textures first at high detail usually based off real photos then applied to a model.

>>16915594 This anon gets it. Color choice and contrast are everything with older style textures.

>>16915595

Stop being a fag enabler. This attitude does nothing to help him improve. Who gives a fuck if he's in the early days? If he can't take this much and improve on himself he will never make it to begin with.

TLDR: Look up what actual PS1 games look liked you faggot.

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3ce0ab  No.16916296

File: 96bded3d224905b⋯.gif (1.51 MB, 512x512, 1:1, 4f4248dd737a2692787bcef042….gif)

>>16916241

>I want my game to be a PS1 game

<It doesn't look like a PS1 game, here is a real PS1 game

>I WANT IT TO LOOK GOOD AND THAT ACTUAL PS1 GAME LOOKS LIKE PIXELSHIT

Maybe you should know what pixel shit actually looks like when you throw that term around. Usually when it comes to 3d games it's simplified models with solid colors on them, maybe a few other colors to give the hint that something should be there. I.E. exactly like that gun you made.

>>16916242

I'd honestly just do it yourself. Get creative. Experiment a fuckton. Maybe you'll land a really cool unique style. A ton of textures in Doom were just photographs of the toy for the minigun, for example. Lights, computers, etc. It was literally the same toy they used for the minigun.

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fb0fa4  No.16916298

>>16916287

I don't think >>16915594 was enabling shit textures, though. He can't improve if no one tells him his textures are not "PSX-like", which you are also doing.

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0fd9a5  No.16916303

>>16916242

>For now, I can just fuck around with free assets in godot perfecting game mechanics and honing an story, but I know it will never happen, and if it does, it probably won't look anything like I really wanted it to.

Do it, and teach yourself how to draw/make pixel art. You have to start somewhere.

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0473c4  No.16916304

File: 1c1376627de1c81⋯.webm (2.2 MB, 1000x562, 500:281, 1c1376627de1c819240e31833….webm)

>>16916298

Reread my post.

>>>16915594 This anon gets it. Color choice and contrast are everything with older style textures.

Was then followed with:

>>16915595

>Stop being a fag enabler. This attitude does nothing to help him improve. Who gives a fuck if he's in the early days? If he can't take this much and improve on himself he will never make it to begin with.

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fb0fa4  No.16916311

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

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

File: c23a913d1d347fb⋯.png (Spoiler Image, 287.43 KB, 809x1000, 809:1000, a8d4216903fa0068.png)

>>16916296

I'm a one man team, anon, and I really want to remain like that, which is why I learned to code, write a decent story and make my own assets for the most part. But it does take a lot, and there are a lot of things I need to invest more time into. I know it will take a lot of time, but I can't help but think I will never be on pair of making art as gorgeous as SOTN's, and even if I did, it would take a SHIT TON of time. Doesn't help that I don't think I'm a good artist visually speaking, since I lack technique despite trying at draw a box. Here's my last try at the MC.

I think I will ultimately have to resort to hire a pixel artist, since it's the only thing I'm missing, and I say that because I really, really want the game to not look decent, but to look amazing, on par with Timespinner and Luna Nights. Doesn't help that the game has porn and nailing anatomy for it to be hot is even harder

>>16916303

As I said, I'm trying, but it will take a shit load of time on top of all the other parts of game dev. I want something somewhat cartoonish, so I have on my sight the third pic related.

>>16916304

True, my bad, anon.

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3ce0ab  No.16916321

>>16916311

Time is the enemy. I've been trying to improve my art skills to. One thing I did is try to make a 3d model every day within 1 hour for a while. Regardless of how shit it ends up I still timeboxed it to an hour. Maybe if I could cut it up, like doing the prims one day and the textures another, but it was still an hour. Right now I kinda accepted I'll never achieve my game while working full time, so I'm trying to make changes to switch to either part time or just quitting and living extremely rural. Problem is corona fucked up the economy so I can't switch jobs easily.

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fb0fa4  No.16916331

File: e3903fb86f24a85⋯.png (298.68 KB, 337x955, 337:955, ClipboardImage.png)

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

>>16916321

>Right now I kinda accepted I'll never achieve my game while working full time

That's the worst part, anon, I'm unemployed and borderline starving, and have to do plenty of odd jobs to meet month's end, but even then and will all the free time I have, I barely manage to improve, and well, sure, I'm working on a much easier game already, a Visual Novel, but even then I'm not entirely satisfied because I couldn't get the 2D art I wanted, having to use Illusion assets in the meantime. I'm not really interested in 3D, which is why I don't plan on learning 3D specifically, even though I've used Blender before, it would be a waste of time on top of all the shit I'm already doing to improve as a game dev

If only art didn't cost 150$+, let alone pixel art… But at the same time, I don't entirely trust artists.

>8kun don't support webp

I swear to god.

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0fd9a5  No.16916344

>>16916331

>but even then and will all the free time I have, I barely manage to improve

The fact that you're probably worried about not starving or ending up homeless most likely has something to do with it. Sometimes I feel the same, but I think of it that way: How closer to my goal would I be had I not wasted time waiting until everything was smooth?

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fb0fa4  No.16916349

File: 1306e31ce4331ec⋯.jpg (294.96 KB, 1342x2048, 671:1024, 24210100.jpg)

>>16916344

True, is not like I stopped in either case, at least game deving, but I did stop practicing art in general, and even when I tried to go back into it, I got discouraged pretty soon. I think I'm not losing my time by developing both games, but I wish I had more time to invest in improving my art.

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0fd9a5  No.16916360

>>16916349

Maybe focus on the project you think you can monetize and publicize, that way you'll be able to make some cash at one point. Also maybe you should hang out on some other game dev forums who aren't too pozzed so you can build a fanbase.

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b55657  No.16916511

>>16916296

Well I should've clarified. I want it to look like GOOD psx games. I know there's tons of shitty looking psx games out there as well, and well- obviously I shouldn't try to copy those aesthetics.

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0473c4  No.16916560

File: b403b55e70dcff4⋯.webm (3.66 MB, 640x360, 16:9, 1569795549278_1.webm)

>>16916511

What do you consider to be a "good looking ps1 game"? Your texture looks terrible.

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b55657  No.16916630

>>16916560

I know that I have rustled your panties, nodev, but I typically think games with style and not garbled numale japmonkey games are usually the best looking. Quake and Journey come to mind.

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0473c4  No.16916652

File: 298d5ed623713b6⋯.png (94.14 KB, 360x450, 4:5, ClipboardImage.png)

File: ab472df75d0ec82⋯.png (81.79 KB, 320x228, 80:57, ClipboardImage.png)

>>16916630

>quake

Had actual textures.

>Journey

Not a ps1 game, what the hell are you on?

>calling me a nodev

<using "jimmies" unironically in 2020

I don't get faggots like you. You appropriate words without knowing what they mean then proceed to make the same garbage those people you deride make.

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3ce0ab  No.16916708

YouTube embed. Click thumbnail to play.

>>16916331

I was mentioning the 3d practice I do more as something you could try with 2d for practice. I actually started doing it because of Bob Ross' videos where he'd paint an entire landscape in 30 minutes. Honestly just have Bob playing in the background when you do shit. Dudes re-assuring as fuck and it'll show you the main way you paint shit in art is not by stressing the tiny details.

Honestly you just gotta grind. Maybe you can try doing pixelart for other people as practice and eventually replace your odd jobs with that if you get to a point where people start paying you.

>>16916511

Your game doesn't look like a PS1 game at all though.

>>16916630

Nightmare Creatures was made by a western studio and your gun leans way closer to the Jap style.

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3ce0ab  No.16916713

>>16916360

>Also maybe you should hang out on some other game dev forums who aren't too pozzed so you can build a fanbase.

Trying to find a dev group in general that isn't pozzed would be a miracle. I wanted to go to the local indie dev events to see what would come of it but then corona broke out.

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b55657  No.16916746

File: 37a2a93464b6f4b⋯.jpg (162.75 KB, 635x800, 127:160, 37a2a93464b6f4b87d92f7c513….jpg)

>>16916652

>Had actual textures.

Yes, it's a 3D game.

>Not a ps1 game

Are you unfamiliar with the Playstation series of game consoles?

><using "jimmies" unironically in 2020

No where in my post had jimmies in it. Please re-read my post.

I know this place may seem a bit strange to you, and the sites you're used to (reddit, iFunny, Instagram, etc), but over here we have a strict age limit of 18 due to presence of NSFW content on the website. So please, either leave or continue to post on a SFW. Thanks, and have fun!

>>16916708

Yeah, I was much more going for a PC vibe.

>Nightmare Creatures was made by a western studio

The cardinal sin of cucking out and releasing on a Japanese platform. They better have a PC release or else that's really bad.

>and your gun leans way closer to the Jap style

Hey, my models took actual effort, something I can't say with anything out of east Judea.

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4df52c  No.16916750

>>16916746

Stop arguing and get back to work.

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5641ca  No.16916751

File: 009c102599ba8e7⋯.png (29.25 KB, 383x251, 383:251, Glockw.png)

>>16916746

Well earlier you said PSX and if you're going for a PC vibe that's even worse, because PC games had even more detail.

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b55657  No.16916770

File: 747b79e70a7e3ef⋯.jpg (758.48 KB, 3035x3757, 3035:3757, 747b79e70a7e3ef5dd632b6058….jpg)

>>16916750

Buddy I already told you, this site is 18+. This isn't a request. If you keep on posting on you might get a ban. OK champ?

>>16916751

That's terrible, looks a pile of charcoal mash potatoes. Can- uh ya know- show me stuff that actually looks good? Not a hard request, but keep trying!

(USER WAS BANNED FOR THIS POST)
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e1cdae  No.16916789

>>16916770

Were you born retarded, or did your mom drop you on your head as a baby?

So far you've done nothing but say dumb shit, claim you didn't say said dumb shit when it's visible to anyone who scrolls up, and show garbage models and taste. As the other anon said, get back to work. Or fuck off.

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06e878  No.16916801

File: 02d317c83671092⋯.jpg (325.26 KB, 1920x1080, 16:9, 1ec5f0d7128bec924955d1ef82….jpg)

>>16916770

Here's a modern indie pixel shit gun that looks almost identical in style to your gun.

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5641ca  No.16916804

>>16916770

Your gun looks hidous. Take another look at it. The colors make 0 sense and aren't even a pleasing combination >>16914916

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4df52c  No.16916820

>>16916770

What a fuckign sperg

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37bfc9  No.16917016

>>16916770

Jesus fucking Christ how new do you have to be holy shit

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b6efa7  No.16917046

File: 33bd10af4c20271⋯.png (66.84 KB, 185x246, 185:246, ClipboardImage.png)

File: ccdb58baae333aa⋯.png (415.42 KB, 512x384, 4:3, ClipboardImage.png)

File: 1ad237052096e47⋯.png (310.87 KB, 450x338, 225:169, ClipboardImage.png)

>>16914916

I don't see how you can defend this in any way. The only detail you have on there is the grip and that's just random blotches of shit spread in an awful pattern. The rest is completely devoid of any detail and looks like just any pixel shit ever. Calling it "PSX style pixel art" is just shitting on the phenomenal graphics the PS1 could output for its time.

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0fd9a5  No.16917115

>>16916713

My strategy is once I get the base of my game working, I'm going to post on some C++ forum, the SDL forum, and maybe I'm going to go on gamedev.com and a roguelike/roguelite forum/

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ab27d4  No.16917134

File: d2cf4b79c8b5538⋯.webm (10.23 MB, 640x360, 16:9, Dukebine.webm)

>>16916560

PIECE PIECE PIECE OF CRAP!

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883cc9  No.16917139

YouTube embed. Click thumbnail to play.

>>16916770

good lord you sound like your average passive agressive cunt on reddit trying to be funny to deflect any criticism. funny thing is, that is a world model (that still looks better than the shit in your game) and not a first person model that has a higher detail level, if you are trying to make a game inspired by old pc games why the fuck would you look at psx games?

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8d886f  No.16917168

File: d0000b20362ba9e⋯.png (5.5 MB, 1600x900, 16:9, SectorFaking.png)

File: ce6584cb6724010⋯.png (86.5 KB, 1600x900, 16:9, DefsPlanning.png)

File: fae60de75b27cd3⋯.png (173.4 KB, 1600x900, 16:9, SectorFaking2.png)

>>16902869

Done with Plutonia edits for now, back to working on faking sector/zone lighting by adding shadows only mesh generation in the 2D->3D map generator script. Also working on a mesh/light culling script.

>>16914707

Keep it up man.

>>16916178

What are you doing? I like what I'm seeing.

Is SigmaDev still here?

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b6efa7  No.16917259

>>16917168

>What are you doing? I like what I'm seeing.

I'm just developing a graphics engine for now, to update my C++/graphics programming skills. I'm considering porting over my lua game engine framework to work with this graphics engine but I haven't decided yet.

FUCKING CODENIGGER LET ME POST

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b19855  No.16917329

File: 9f6b7f6d9b80baf⋯.jpg (157.77 KB, 300x399, 100:133, basketball_ecology_NEW_EDI….jpg)

>>16917259

>C++

Absolutely niggerlicious but a necessary evil for many people.

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b6efa7  No.16917347

File: 5fb70f734562753⋯.gif (Spoiler Image, 279.05 KB, 460x259, 460:259, ax2y49W_460sa_v1.gif)

>>16917329

I kinda like it

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12107d  No.16917551

File: b908a99e066444e⋯.jpg (57.25 KB, 362x447, 362:447, b908a99e066444ef67797dcaf2….jpg)

>>16917329

I'm almost done with the long tedious task of porting my C++ engine to C. I'm glad I initially built in in C++ because at the time I didn't know shit about managing system calls nor how to make C code not look retarded. Saved me from writing a bunch of spaghetti code up front. I noticed it compiles way faster now among other things.

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e1cdae  No.16917702

Final LD voting round is live. Options are:

>Dreams

>You are the power source

>Turn a violent genre non-violent

>An abandoned world

>1 minute to prepare

>Decay

>Side effects

>Fragile

>Outdated technology

>Ruins

>Momentum

>Automation

>Keep it alive

>Garden

>Connections

Better go vote for the ones you like and maybe try coming up with an idea for everything.

I think I'm gonna try make a game with ct.js. I doubt it, but anyone got any experience with it to know if it's shit or not aside from javascript being shit in and of itself, but you generally want things playable in browser if you want people to actually play your LD games?

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209d33  No.16917767

File: 26bbaab45923539⋯.png (751.89 KB, 726x1448, 363:724, smile_and_optimism.png)

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b55657  No.16917872

File: d8d3774f440074e⋯.mp4 (7 MB, 1280x720, 16:9, 2020_04_15_22_18_13.mp4)

Full configuration file loading implemented. Godot has a very nice system for config files.

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0473c4  No.16917909

File: 301895ed953d2e4⋯.mp4 (2.58 MB, 1280x720, 16:9, SOMETHING_IS_OBVIOUSLY_FUC….mp4)

>>16916770

>y-you're r-reddit u-underaged

Projecting so hard you'd make a movie theater blush.

I've released a game and three demos already. Further, you've released nothing but some screenshots of some fucking awful models.

So cope harder, your gun looks like shit and nothing like the supposedly "good games" you're comparing it to you goalpost-moving fuck.

>>16917134

Good shit.

>>16917139

What gets me is even by PS1 standards it's fucking terrible.

90% of what made old games look any level of "good" was texturework. It was extremely important to a level we can hardly even grasp these days.

Compare it to modern PBR shit like Bioware crap, the textures all look like crap because devs can be lazy now and let the lighting engine/polys do it for them.

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b55657  No.16918590

File: 47524012ec1264f⋯.jpg (1.69 MB, 2894x4093, 2894:4093, smug_negev.jpg)

>>16917909

>I've released a game and three demos already

How droll, I know the industry in Tel Aviv must be quite impacted due to the wu flu, but surely can you be at least put in more effort, for your employers sake? We surely do not want you being let go for insufficient performance anytime soon, the intelligence community is very competitive I hear.

Thanks for the criticism though!

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0473c4  No.16918600

File: a78e9b66f4f55f4⋯.gif (1.29 MB, 320x232, 40:29, quality.gif)

>>16918590

No matter how hard you cope your model won't suddenly become good, schizo.

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eaa575  No.16918630

>>16918600

>schizo

Next you'll say "Take your meds." Christ, you shills really do follow a script.

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0473c4  No.16918636

File: 640dc78d08fef1c⋯.webm (88.65 KB, 480x360, 4:3, denton_no.webm)

>>16918630

I'm calling you a schizo because you're either tranny-tier insane or you're an extreme newfag trying way too hard to fit in.

You've spent this whole time projecting and shitting up the thread when all anyone told you was, in a polite way at first, that your model was as shit as your nonwhite spic genes.

Of course, only Israel could possibly dislike your model though right? You're as dumb as a kike.

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000000  No.16918642

>>16917909

>>16918600

>haha cope ecks dee

Get the fuck back to reddit.

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0473c4  No.16918652

File: 8bd57048fc498cf⋯.png (127.71 KB, 537x296, 537:296, 1569175932414.png)

>>16918642(1)

>>16918630(1)

Nice sockpuppets. Want to make your model look good yet? How about you do that instead of shitting yourself in public?

Let's get back to the point, faggot. Your model looks like shit and you still haven't provided anything you can compare it too that isn't either moving goalposts, comparable to the models actual quality (which is low), or both.

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000000  No.16918660

>>16918652

I want both of you to fuck off.

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0473c4  No.16918669

File: 2f4ca1699493522⋯.gif (2.44 MB, 320x320, 1:1, 021f4efd518aade90d282aa303….gif)

>>16918660

Sure you do, torpedo.

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418f0f  No.16918678

Block IDs and stop giving people like this attention. Just make your game, if you get good criticism or shit criticism, consider it and keep devving. Please don't shit up the thread, it never solves anything.

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874377  No.16918707

File: 8731e0d224e8649⋯.webm (224.81 KB, 853x480, 853:480, haw.webm)

>>16895800

>just like make game

mfw

>>16917551

Interdasting. I kinda gave up on my project when C++ gave me a bunch of retarded errors after I organized all the code into objects. If I had just used structs in the first place, there wouldn't have been any problem.

I should stop being a little bitch and just port it already, since I don't even have that much code.

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12107d  No.16918850

YouTube embed. Click thumbnail to play.

>>16918707

>Interdasting. I kinda gave up on my project when C++ gave me a bunch of retarded errors after I organized all the code into objects. If I had just used structs in the first place, there wouldn't have been any problem.

That doesn't really make sense to me. Classes are just structs that can be inherted, have operators overloaded, and have functions inside of them. The reason to use C over C++ is mostly for reasons you can't see form the code alone. Things like avoiding system calls, avoiding cache-unfriendly methods and structures, avoiding branching, avoiding slow compile times, etc.

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12107d  No.16918885

>>16918707

>>16918850

I'd honestly recommend looking into Data Oriented Design more if you're seriously considering C. It's pretty much the only reason to use it. Even then hardcore performance wizardry like that only makes sense if you're pushing the hardware you're on to the absolute limits. Usually console developers who really push the graphics hardware like Insomniac and Ubisoft are the ones worrying about this stuff.

An example of why C is better than C++ for this: Dynamic Memory (new/malloc) causes a system call because you're asking for more memory. Your game effectively has to go the operating system, say "I want this memory", the operating system will then queue up your request and get to it when it can. This makes it slower than branching. With C++ the STL has a ton of objects like vector and such which rely on dynamic memory, where as in C you pretty much have to build every data structure yourself. It also makes it easier to make niche specialized data structures that solve the problem at hand well, rather than overly generalized ones that might be overkill.

You can work around it in C, but it's honestly simpler and safer to just cut out the dangerous elements all together.

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12107d  No.16918889

>>16918885

>You can work around it in C, but it's honestly simpler and safer to just cut out the dangerous elements all together.

I meant you can work around it in C++. I think you can give STL objects custom memory alligators, but I'd think if you're going that approach it'd be better to get rid of the STL all together.

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000000  No.16918908

>>16918885

>>16918889

>Even then hardcore performance wizardry like that only makes sense if you're pushing the hardware you're on to the absolute limits.

So much this. You could spam every thread with it and it still wouldn't be said enough. Most of the "slow language" slowness comes from idiot code, not lack of microoptimizations.

>custom memory alligators

And they say C++ doesn't bite.

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12107d  No.16918912

>>16918908

>Most of the "slow language" slowness comes from idiot code, not lack of micro-optimizations.

Usually micro-optimizations refers to tweaking one line of code or maybe even a small block of code to get the most performance possible. Structuring an entire program to not to use dynamic memory is for sure not a micro-optimization.

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b6efa7  No.16918914

File: defa9c89ff86142⋯.jpg (167.68 KB, 500x463, 500:463, 1370332560440.jpg)

>>16918885

You can't say that C is better than C++ because you have to write custom memory allocators, anyone writing even remotely performant applications is already mostly skipping on STL or using custom allocators for everything. Obviously if you're doing a bunch of allocations every update you're probably doing something wrong on a higher level either way.

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06e878  No.16918921

File: b47e123aec4db4f⋯.jpg (98.77 KB, 600x800, 3:4, stl.jpg)

>>16918914

For performance it isn't just the STL that should be skipped but templates (slow compile times, cache issues), inheritance and polymorphism (cache issues), and other things. Eventually you just end up with C with classes. At that point I decided it'd be better to just switch to C so there's 0 chance for me to get lazy and bring the STL back. I haven't really lost anything besides namespaces.

>Obviously if you're doing a bunch of allocations every update you're probably doing something wrong on a higher level either way.

Yeah I was using C++ STL. I actually just ripped out most of the C++ code in my engine and have noticed it compiles a lot faster. At least with clang.

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000000  No.16918925

>>16918912

I meant it as "optimization with miniscule performance gains, especially compared to the involved effort" here. I would say that redesigning your entire program for preallocation (instead of just moving heavy parts outside of tight loops, which you can do in any language) counts as that. Doubly so if you consider what technical league most /agdg/ games are in.

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b6efa7  No.16918927

File: 5bd8cb42f841041⋯.jpg (9.58 KB, 244x245, 244:245, costanza.jpg)

>>16918921

Saying templates, inheritance and polymorphism is inherently bad is just being either a bad programmer or an dogmatic OOP hater. Overuse and incorrect use of all of those things is obviously bad but they all have a place.

>>Obviously if you're doing a bunch of allocations every update you're probably doing something wrong on a higher level either way.

>Yeah I was using C++ STL

You shouldn't be doing dynamic allocations during updates unless absolutely necessary so no, the problem wasn't that you were using STL.

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801585  No.16918932

File: 5964efbbcee43fa⋯.png (91.34 KB, 1600x900, 16:9, ClipboardImage.png)

>>16917168

I want to get to the point where I'm generating meshes and modifying their vertices. I'm still fine tuning based on just translating from Panel translations to Spatial translations. The issue is a Mesh's origin is the center of the node, but the Panels' is at the top left. I'm a brainlet and so I'm trial-and-error'ing my way through it.

Also to any Godot anons, if you haven't all stopped posting: does anyone know of a short hand way to access Tree functions? get_tree().get_nodes_in_group( "") is too much to type all the time.

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12107d  No.16918934

File: 924e674807bf811⋯.gif (56.49 KB, 208x200, 26:25, 93efa544bccf1c9c8e39cfe186….gif)

Man I forgot how this thread is nothing but people shilling their favorite language. Last thoughts before I'm done because this shit never ends.

>>16918925

>I would say that redesigning your entire program for preallocation (instead of just moving heavy parts outside of tight loops, which you can do in any language) counts as that.

That's just your opinion. Not the opinions of console developers, embedded system developers, etc.

>Doubly so if you consider what technical league most /agdg/ games are in.

This is a really bad mentality. Look at Dwarf Fortress. Really looking simple game made by one guy. Lags like hell. Considering I want to make a game similar to it I have a lot of reason to be concerned.

>>16918927

>Saying templates, inheritance and polymorphism is inherently bad is just being either a bad programmer or an dogmatic OOP hater. Overuse and incorrect use of all of those things is obviously bad but they all have a place.

Very generalized and vague statement. All I know is templates generate new code for each use of the template (something not explicitly seen) which is not just bad for cache but also makes the compile time slow, and inheritance/polymorphism is naturally bad for cache because it has to load in overloaded functions. None of these things are explicit. If this stuff ever happens now it's very explicit in my code. My code compiles way faster now that I have walked away from C++.

>You shouldn't be doing dynamic allocations during updates unless absolutely necessary so no, the problem wasn't that you were using STL.

Pretty hard to avoid with the STL. If you have std::vector or anything of the like inside of a function at all you can run into this problem. Since I have removed C++ not only is the STL gone but everything is extremely explicit and my memory calls have vanished.

So far I'm not regretting walking away from C++ in the slightest after using it for years. Yeah most things you can do in C you can do in C++, but C++ has a lot of hidden bullshit you simply do not see in C. I could ignore it but I would rather it just not be there entirely so it can never rear it's ugly head. It makes the code feel less bloated knowing there aren't features I have to deliberately avoid. All the good design in the world doesn't matter if you're not aware of the hidden costs and I'd rather have explicit obvious costs than hidden bullshit. The fact I'm already seeing obvious benefits after switching is still a benefit whether or not you think it's the languages fault or not. I'm not sure why you're so insecure over my choice you can still use C++ for your own projects.

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000000  No.16918943

>>16918934

>fuck this shit I'm out

>but before that let's get the last word in with this text wall

This is top tier faggotry, cease.

We are not developing for consoles or embedded systems here and Dwarf Fortress is neither simple nor typical. The average /agdg/ project isn't bottlenecked by memory like DF is. There's nothing bad about knowing your target specs, if anything you are agreeing with me on that one.

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b6efa7  No.16918981

File: 5d7883313374d30⋯.png (441.54 KB, 1434x1200, 239:200, 5d7883313374d3000243c801e5….png)

>>16918934

>I'm gonna throw out a bunch of generalized retarded statements then act like a fag when anyone opposes me

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0d5ce4  No.16919060

Just use whatever gets you to make a game, but don't cry when it performs like shit and you don't know how to fix it because you used Java++ OOPajeet shitting street paradigms that you learned from (((college))) graduates in stack overflow, but also don't cry if you get stuck eternally rewriting your engine over and over because you're too autistic about every little detail and thinking about the memory of your variables when you should be thinking about making a game.

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801585  No.16919076

File: a233c36eb777686⋯.png (34.53 KB, 1600x900, 16:9, ClipboardImage.png)

>>16918932

Lights are generating properly.

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5641ca  No.16919252

File: 562de9d7046cd7c⋯.jpg (247.56 KB, 1912x1080, 239:135, 562de9d7046cd7c78686a7d4d2….jpg)

>>16918943

>>16918981

You faggots have been shitting up this thread with your language wars shit since 2017. Everything you have said so far is so vague and is based on assumptions about me. It's so vague it can literally be used to defend using fucking Javascript for your game engine. I have real objective reasons to switch to C that I have stated, meanwhile you have stayed subjective. You're not interested in learning or improving just arguing to procrastinate on your game. The only way to win with you retards is to walk away.

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000000  No.16919317

>>16919252

>language wars started in 2017

Wew.

>Everything you have said so far is so vague and is based on assumptions about me.

I said nothing about you at all you fag. Well I guess I called you a fag just now, but this is highly factual.

>The only way to win with you retards is to walk away.

Which you insistently refuse to do for some reason.

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8895c6  No.16919377

>>16918932

If you're only getting a few groups (And you're using that data multiple times per update) it might just be easier to store it in a global to that script variable and update it at the start of _physics_update() (or fixed_update() if you're using >3.0)

I used to get pissed at having to type get_tree.root a lot so I always stored it in a variable called root at _ready() for instance.

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b6efa7  No.16919393

>>16919252

>2017

Newfag.

Any yuropoors doing LD? Are you going to start at 3am as scheduled or wait until the morning? Currently betting on "1 minute to prepare" or "You are the power source" winning the vote.

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e1cdae  No.16919412

>>16919393

Yewrofag here, I'm waking up a little before 3 AM because I was going to watch Melody stream anyway. Gonna get a few hours of sleep in a bit.

I hope one of those two wins, and very much hope the one about turning violent games pacifist doesn't.

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b6efa7  No.16919428

>>16919412

>waking up 3 am

Jelly, wish I could go for it as well.

>very much hope the one about turning violent games pacifist doesn't

Probably won't bother participating if this one wins honestly.

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8895c6  No.16919447

File: f7813a184354fb7⋯.jpg (29.68 KB, 298x200, 149:100, 1405949277712.jpg)

>>16919428

That's a concept that SEGA's arcade devision could probably have done well 20 years ago but with the current culture hipsters are gonna ruin it

Fucking great

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e1cdae  No.16919452

>>16919428

If it does, I might just turn a nonviolent genre exceedingly violent out of sheer spite. The rules do say the theme is only a suggestion. Hell, you could just pick the theme you wanted to win if you feel like it.

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990b96  No.16919541

>>16919393

>Are you going to start at 3am as scheduled or wait until the morning?

won't be doing LD this time but when I did, I used to wake up at 3, look at the theme selected, brainstorm a bit with whoever I was doing it with and go back to sleep, usually with a fresh idea in my mind or work started by ameribros already.

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e1cdae  No.16919739

File: 9c1e2049af1bde6⋯.png (13.51 KB, 590x124, 295:62, ClipboardImage.png)

Servers are down (as per usual) but theme's announced.

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0fd9a5  No.16919805

File: 4394f1948b0b721⋯.mp4 (62.7 KB, 610x514, 305:257, toaster.mp4)

I decided to learn a bit about SDL2 and here's what I made, it's nothing special.

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b6efa7  No.16919932

File: 0657de42c152e35⋯.jpg (64.81 KB, 800x535, 160:107, 1356212597354.jpg)

>>16919739

Well that works.

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9209e4  No.16919938

File: 07587f49e7a0cc2⋯.png (432.7 KB, 1179x861, 393:287, wall4.png)

File: a9464d216292b84⋯.jpg (199.42 KB, 1076x871, 1076:871, wall4.jpg)

Got some more work done on my RTS sprites. These are all walls/defensive structures.

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ab27d4  No.16920101

File: b59fbd51edf1f3e⋯.jpeg (47.35 KB, 408x623, 408:623, chef_hitler.jpeg)

>>16919805

>Toaster Engine

I better hope this particular kitchen appliance is capable of toasting toast bread.

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9935cb  No.16920131

File: eb51fbd232a8c0b⋯.png (200.22 KB, 1600x900, 16:9, ClipboardImage.png)

>>16919076

Map generation using panels is working properly, along with light generation. I need a way to add a custom graphic for lights.

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e41836  No.16920166

>>16919938

these look great, remind me of the old days.

how do you create them?

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000000  No.16920169

>>16919938

That architecture looks sweet, are you basing it on something in the real world?

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fe853e  No.16920181

>>16919938

looks like something id see in fallout or underrail

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9935cb  No.16920216

YouTube embed. Click thumbnail to play.

>>16920131

Made a video of what I've been working on.

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8895c6  No.16920352

Just learned binary linking, get this…

EVERY SINGLE FUCKING TUTORIAL IS WRONG!!!

All of them instruct you to use the object file's symbol names directly without removing the prepended underlines and it doesn't fucking work.

I can't believe so many people didn't even test their code. Is my installation of gcc fucked up or something?

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0fd9a5  No.16920360

>>16920352

What are you trying to do exactly?

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8895c6  No.16920375

>>16920360

Embed binary data into a C executable via the linker. I've got it working but all of the tutorials have the external symbol names incorrect.

For instance, if I used ld to link a binary file called "data" I would get an object file with 3 symbols "_binary_data_start, _binary_data_end, _binary_data_size".

To use those in C you'd reference them as "extern const char binary_data_start, binary_data_end, binary_data_size;" deleting the prepended underlines (As all symbols have underlines prepended to them).

For some reason, every tutorial instead references them as "extern const char _binary_data_start, _binary_data_end, _binary_data_size;" and I you get undefined symbol errors as the names are incorrect.

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000000  No.16920446

>>16920375

>As all symbols have underlines prepended to them

That doesn't sound correct. Are you sure you aren't accidentally using some weird linker options that cause this behavior?

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8895c6  No.16920473

>>16920446

I'm sure I'm not unless some config file is wrong but yeah, whenever I link a C file, all the symbols have underlines prepended to them when I check them in nm or objdump.

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9209e4  No.16920563

File: 02b0e7ca120bc9c⋯.png (43.01 KB, 366x256, 183:128, 11.png)

>>16920166

I use Maya. They're just 3D models rendered at a specific isometric angle.

>>16920169

I'm referencing brutalism and art deco a lot.

Anyway here's some civilian sprites I made last night.

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000000  No.16920592

>>16920473

Can you post how you are linking? I mean, if you ship binaries it doesn't really matter what hoops you jump through to create them, but it sounds really bizarre.

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8895c6  No.16920639

>>16920592

Here's my makefile:

ld -r -b binary data.txt -o data.o -m i386pe

gcc -c binarylink.c

gcc binarylink.o data.o -o binarylink

I reference the symbols in c as "extern const char binary_data_txt_start, binary_data_txt_end, binary_data_txt_size;"

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000000  No.16920651

>>16920639

>i386pe

That's MinGW right? Could be something Windows-specific; the discrepancy with the tutorials would then come from their assumption that you're on Unix. Unfortunately (or maybe fortunately?) I don't know enough about Windows programman to help further with this though.

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8895c6  No.16920718

>>16920651

Yeah, it's MinGW. Thanks for your previous help.

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054019  No.16920903

File: 8b27d928f8a4106⋯.mp4 (2.55 MB, 960x960, 1:1, high.mp4)

I was going to work on my game today but I got high.

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c335c4  No.16920987

File: e4fafbdf11dde2b⋯.jpeg (30.46 KB, 642x362, 321:181, feels_shibata.jpeg)

>>16920903

What drugs? Do you engine dev or are you using a toolset that facilitates game development? I ask because (incoming blogpost) I put a lot of time into teaching myself programming (C#, then C++, before finally settling with C) and weed always gets in the way. Wage slavery is rife with pot smoking where I'm at and I'm not so insufferable that coworkers don't offer me their weed. I accidentally discovered it hindered me to a large degree when I finally saved up enough to take a year off and focus entirely on studying programming. Being totally shut-in, budgeting my money and not associating with anyone proved to be ideal learning circumstances in my case. No weed, no distractions.

The pieces started to come together and my make-shift curriculum was actually working. Fast forward to the depletion of my savings and I have to get a new job. I remain strong for a long while, am teased some and feel like a black sheep for not wanting to smoke weed. I know it'll ruin my drive, but progress being slower because of so many valuable man-hours going to work or just recuperating from being at work causes slight depression.

I still stay strong; it isn't until I actually make huge progress (huge in my case) and have repeated programmer highs that I caved and partake of a joint roach with two coworkers. This was in November of last year. A couple of weeks later one of the two coworkers buys a bag from a fourth coworker in front of me (Sort of knew it was this easy to get, but hadn't yet been slapped in the face with it). This was the beginning of a huge setback for me. The seller always had it, and from then on I smoked regularly until February. I'm clean of it now, but the road back to where I was hasn't been easy and I still don't think I have the grasp of concepts I held before relapsing.

The code file belonging to the last significant work I did was created on "Thur 14 Nov 2019" and I can't express the hatred I have for myself and the weakness that lead to what has been a massive fucking roadblock. I'm getting it back now. But I wonder if there are programmers that regularly do drugs? I know I absolutely could not. Weed, in my case, is good for being an idea man and coming up with wild, original scenarios and other art-ish aspects of gamedev, I can see an artist benefiting from getting high and drawing up a storm, but actual programming, engine dev'ing, visualizing recursive processes, ball-busting math, do people actually manage this stuff while doing drugs? I find it hard to believe that anyone could actively damage their brain and simultaneously put out good work unless they're farting around in unity or something. But I don't know any programmers personally. I know I couldn't. Give me drugs and all I do is play video games while intending to gamedev, tomorrow. Tomorrow.

Fuuuuuuuuuuuuck drugs.

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000000  No.16921021

>>16920987

>But I wonder if there are programmers that regularly do drugs? I know I absolutely could not.

Not quite a programmer, but the mathematician Erdõs famously took small doses of stimulants. I think it greatly varies from person to person though, plenty of people take them and then obsessively scrub the floor for five hours. Good luck on your recovery, anon.

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c335c4  No.16921056

>>16921021

I think it does vary, person to person. Anyone I talk to says weed is non-addictive, but I felt differently when trying to get its hooks out of me. I guess I knew I was a severe case (of being a wimp or whatever) and atypical. Blogging here, maybe I'm looking to commiserate and excuse my lack of progress rather than put my nose back to the grindstone. That's not good. Dopamine kicks come much more often on imageboards and weed compared to the high of successful programming I mentioned earlier. I guess I'm still stalling. Thanks for reading and the well wishes. Sorry for being bitter in what should be optimistic threads. Sage to hide my shame from the front page. Gonna do better.

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e1cdae  No.16921065

>>16921056

>Anyone I talk to says weed is non-addictive

Not entirely, but not more so than for instance coffee. Less addictive than nicotine, but then again people tend to use weed together with tabacco.

I used to occasionally use weed until much like you I started living on savings in full hikki-mode. It's fine if you use it after your programming, I've never programmed while high. Also pure weed without nicotine keeps you more active than with tobacco in my experience, but because I only used it after work that's more useful for getting off my ass and doing the dishes.

In LD news, I've stalled on trying to make art long enough to fully realize the gameplay idea I had was garbage, and I can't think up anything new.

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626d9c  No.16921130

File: 67d220cc95a603f⋯.png (392.21 KB, 1600x900, 16:9, ClipboardImage.png)

>>16920216

Structure generation.

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b6efa7  No.16921183

File: d9736ab6089a3c5⋯.png (1.06 MB, 1239x619, 1239:619, ClipboardImage.png)

Ludum progress. Goal of the game is to keep your control panel alive. Each panel is a puzzle and/or some level of "busy work" that regularly breaks and you have to fix it. If it stays broken too long you lose.

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054019  No.16921429

>>16920987

>What drugs?

It was just weed. Couldn't walk or sit up straight. It felt like the sun combined with my mind. Like the top of my head wasn't there and my brain merged with the sun.

>Do you engine dev or are you using a toolset that facilitates game development?

Custom engine in C++ and SFML.

>Wage slavery is rife with pot smoking where I'm at

Be careful, especially if it's illegal where you are. It can be used against you. Propagators of wage slavery are not friends.

>I'm clean of it now, but the road back to where I was hasn't been easy and I still don't think I have the grasp of concepts I held before relapsing.

Being high can be an obstacle but the same can be said about a lot of conditions. It's a matter of balance.

>>16921056

>Anyone I talk to says weed is non-addictive, but I felt differently when trying to get its hooks out of me.

It's more like behavioral addiction than a chemical one. If you're looking for an alternative, consider CBD. It's relaxing, tastes like weed, and can be used to relieve the craving.

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886db3  No.16921453

Looks like that bomb game "Keep talking and nobody explodes". Was this inspired by it?

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b6efa7  No.16921480

File: 3fdb13ed479f7fa⋯.png (1019.09 KB, 1225x614, 1225:614, ClipboardImage.png)

>>16921453

Yup, that was the main inspiration for it.

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8c3cb3  No.16921719

>>16921021

Most to all programmers probably use one of coffee (a stimulant), cigarettes, or alcohol regularly. I'm not saying caffeine fucks you up like coke will, but let's not forget that all of those are addictive or physical-dependence-forming substances. Hell, I hear that adderall is popularly abused by college students these days, but that could just be propaganda or fearmongering.

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6a463e  No.16921937

File: b61b787f73d2165⋯.webm (2.71 MB, 400x300, 4:3, StoryUpdate7.webm)

File: 2906a98dc55c6b1⋯.mp4 (5.63 MB, 800x600, 4:3, StoryUpdate7_Alto.mp4)

File: 8a4a2d1313210c6⋯.webm (1.93 MB, 400x300, 4:3, StoryUpdate7_Door.webm)

File: 27025554e4c2c56⋯.webm (4.27 MB, 400x300, 4:3, StoryUpdate7_End.webm)

>>16910829

Slight rewrite of the inn scene. I had to change it because Teagan is now aware of what Fortissimo looks like from the illusion before they went back in time. Additionally, Teagan and Alto hugging no longer made sense as Teagan was no longer on death's door. I also had to rewrite Teagan listening at the door as Fortissimo would have sensed Teagan's fear of still being in the illusion.

Additionally, I changed the story so that instead of staying to rest in the inn, Teagan and Alto agree to go with Joseph and Fortissimo on patrol. An anon had said he wanted more time with Joseph and Fortissimo alone, and I had thought to have Teagan and Alto stay in the inn to allow for that, but I ultimately decided against it. There's a scene I really wanted Alto and Teagan to witness on the ship that will help reinforce Fortissimo's darker nature.

Essentially a fight will break out between Fortissimo's crew and a pirate crew. As foreshadowed by Alto's remarks, Fortissimo tortures the pirate captain when his forces win. This makes Teagan realize the visceral reality of the things she will need to let happen should she want to maintain the timeline.

With this done, I can finally start making new content and hopefully get back to making more mechanical stuff happen. Namely new enemies, new abilities, unlocking items, and spending resources.

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9209e4  No.16921962

File: b00b89fb4a0f1d9⋯.png (32.44 KB, 282x211, 282:211, 19.png)

>>16920563

Replaced the flat materials with actual textures, and used a Arnold renderer instead of the normal software renderer. I think these look a lot better.

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6202fb  No.16922065

>>16921962

looks a lot moodier than the originals. I like where this is going suits the brutualism well. Good job anon and yeah actual textures are always going to beat flat shading.

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9209e4  No.16922120

File: 52c81ecaf9a943b⋯.png (56.81 KB, 400x243, 400:243, 24.png)

>>16922065

Thanks. Here's some more I managed to finish tonight.

I still have more to do, plus female sprites. Might seem like overkill but it'll be easy to animate these since I can reuse rigging/animations for most of them.

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b6efa7  No.16922124

>>16922120

Do you have any gameplay videos anywhere? Your art is fantastic.

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9209e4  No.16922126

File: 6d9ba4dcc00b835⋯.webm (2.06 MB, 1280x720, 16:9, bombing_run_3.webm)

>>16922124

Sort of. Here's some footage from ages ago, but it's using a lot of Tiberian Sun assets as you can see. This was just to test explosion graphics and the airstrike functionality.

Also as you might be able to tell I'm using OpenRA as an engine.

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b6efa7  No.16922133

File: d94416139e22d25⋯.png (1.11 MB, 1241x574, 1241:574, ClipboardImage.png)

>>16922126

Very nice.

I think we are running out of steam for my LD game, too tired. I'll be happy if we can make a nice ending and maybe 1 or 2 more panels.

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b6efa7  No.16922421

YouTube embed. Click thumbnail to play.
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e1cdae  No.16923172

>>16922421

Really nice. Seems you can't rate games for a while if you didn't finish a game yourself, but I left a comment at least.

I had hoped this jam could get me back into the swing of deving after being depressed and just sitting at home for half a year, but alas. First idea was completely unfun and by the time I started my second one I just lost motivation entirely. Didn't help that I didn't really like the theme, but it didn't feel bad enough to just ignore it.

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b6efa7  No.16923192

File: e7ee09d8318b126⋯.png (2.3 MB, 1920x1080, 16:9, foo.png)

>>16923172

Thanks anon, I really appreciate the feedback! Your LD-experience sounds rough as hell but I am honestly impressed that you even managed to start a second idea so you shouldn't be entirely disappointed. The theme was at best mediocre so I'm not surprised it didn't inspire you in any remarkable way, most games submitted are quite samey.

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3c65d9  No.16923779

anon shmup here,

orz

I was thinking about background objects and remembered some details about float precision on large maps from years ago, not that I would need to make extra large levels though.

"oldest" discussion and solution I saw for it was from 13 years ago, and most similar discussion from 2-3 years ago. There was even some google page about their maps that was talking about this subject and edited from beginning of this month.

Decided to manage this with sectors and have elements positioned relative to sector origin.

Now, since I have a different data structure for background, I've reused the function to allocate memory layout (good), but I have nothing to manage object there since I've wrote stuff for unit data specifically (not good), but also I have nothing related to the animation/simulation loop…

But I'm kind of in a slump, can't manage code for now. I might make some stuff just to manage UV map scroll for 1 object since the first level is over the sea and will be enough for demo day (along with level changes).

Still will need to make management better since the later level will have some background elements.

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e1cdae  No.16923882

Well anons, it's been nice nodevving with you. I'm out of this shithole, Ron has officially killed the site as far as I care.

Hope to see you on whatever other side we end up on.

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b6efa7  No.16924486

>>16923882

What did he do now?

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3a5ed7  No.16924502

>>16924486

Did you miss Jim saying he didn't care about /v/, Ron banning loli, and, well, everything else?

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181d7c  No.16924511

>>16924486

Banned lolishit, causing crybaby lolifags to declare the site as dead and throwing the biggest tantrum of all time.

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b6efa7  No.16924542

File: 0ac695f5fab24ff⋯.jpg (28.93 KB, 540x542, 270:271, blee.jpg)

>>16924502

>>16924511

>lolifags sperging

So did everyone go to fatchan or what?

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2a6dd4  No.16924558

Well once again. I doubt there will be a great exodus or anything, but for those who are concerned with what's going on, here's some alternative sites.

https://julay.world/v/

/agdg/ currently past bump limit and down in the catalog.

https://fatchan.org/v/

One of the places people seem to advocate most (seems to be a competitor of sorts to the above), but nobody has made an /agdg/ yet.

https://anon.cafe/agdg/

Mostly quiet, but people post occasionally.

https://smuglo.li/vg/

/a/'s videogame board with their rules (seriously, read the sticky first), has a gamedev thread but is mostly dead.

All of the above are part of the webring. There's also 9chan if you want to go be ruled over by jews again.

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7325b4  No.16924588

File: 4cdeb267a6a5c2f⋯.mp4 (6.7 MB, 1280x720, 16:9, 2020_04_22_00_18_33.mp4)

Death and respawn states fully implemented.

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8fc43d  No.16924600

File: 5fec14add7b895a⋯.png (1.21 MB, 1920x3034, 960:1517, 5fec14add7b895a0c2c61d5e3f….png)

>>16924486

During the shitstirr of Ron taking /v/ from Mark, a lot of people have been asking what's up with Jim saying loli is banned on a stream (which is admittedly addressed to boomers). Ron put some lawyers to work, and just recently said that the result is in and says it's not legal.

Now Ron/8kunt is being accused of banning loli because it's convenient to them. There's plenty of sites out there with a way bigger userbase that permit loli, which don't go jumping through legal hoops to stay up.

Just now a /v/ board volunteer (aka moderator) posted a thread about resigning (see pic). Apparently it already got deleted, I'm assuming by Ron who's trying to keep people from leaving.

People are mostly pissed that the administration is being retarded. Demodding board owners and volunteers and deleting their posts as they see fit, keeping us completely in the dark about board creation and migration and blaming it on Mark after 4 months of silence, the site still being a slow, broken buggy mess and of course the pointless shit like the rebrand from 8chan to 8kun with a new pointless disclaimer below every post.

Yes, the start of the drama today is loli being banned. I don't give a shit about loli, but banning something after allowing it for 4 years is obviously going to cause complaints. Especially when it has come to light that Ron actually believes he can make /newsplus/ bring in a profit.

I seriously hope we all migrate elsewhere, because I believe we deserve a site that can actually process posts or load images within a reasonable time-frame. I'm sure we can all at least agree on that.

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3a5ed7  No.16924618

>>16924542

>lolifags sperging

Sorry I'm gonna have to cancel you now.

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e1cdae  No.16924646

>>16924558

>>16924600 (checked)

I've made an /agdg/ thread on fat/v/ for now. Did my best editing the OP to be useful, but until people decide on where to go permanently there's not much I can add to it

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b6efa7  No.16924673

File: 6d98a002cc2efcb⋯.gif (988.62 KB, 352x288, 11:9, can_see_it_all.gif)

>>16924646

Alright, nice work anon. Move over all you yesdev and nodev faggots, see you on the other side.

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5957e9  No.16925328

>>16924600

>pointless shit like the rebrand from 8chan to 8kun

there's a post floating around allegedly from acidman that their original hoster flat out refunded their deposit because he doesn't want anything to do with "8chan".

so in that regard the cripplekike's brigading worked making normalfags think "8chan = bad" without ever knowing why and how.

it also helps with all twittertards regurgitating the same shit since they're not very bright to begin with.

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690dc1  No.16925488

File: 27d5238dbe36a6e⋯.png (142.19 KB, 416x505, 416:505, 1434977426075.png)

>>16924673

Oh kurwa, another IB move welp time to jump ships again.

t. eternal nodev

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526d95  No.16925552

oh well fuck i guess its exodus time again

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4d94f3  No.16925580

>>16924558

There's also now 9chan.us (https://9chan.us/9/thread/1) running on Infinity Next. It's hosted and run by Josh. The /agdg/ board exists but has literally zero posts.

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b6efa7  No.16925583

File: 255795f31557947⋯.jpg (56.54 KB, 598x944, 299:472, 4eb8a941d8dd6890959f625f32….jpg)

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041905  No.16925587

>>16925580

It's very populated, but I think 4shit is there too.

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2da4e0  No.16925625

File: e657ecc6672b7f5⋯.png (69.92 KB, 572x462, 26:21, cripple_approved_bone_gobl….png)

Anyone have a source for portable installs of the usuals like Max/XSI and so forth? I snagged a copy of the last XSI before Autodesk happened. I still like messing with them aside from blender sometimes.

>>16925580

It's run by the board pig and endorsed by freddit. I'm for fatlandia or whatever Acid gets together.

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0734bb  No.16925626

>>16925580

>rules: no loli

If people are leaving 8chan because of loli, why would they go to 9chan? And browsing some of the boards more populated than /v/, it looks like they're all crossposting on cuckchan to increase population

That image board is already dead.

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56685d  No.16925631

>>16925626

Because they are trying to poach users off the site.

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041905  No.16925635

>>16925625

He'd approve anything that shits on jim.

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4d94f3  No.16925646

>>16925625

I'll go wherever everyone else goes.

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2da4e0  No.16925653

File: d0e8070bd214c1a⋯.png (1.26 MB, 1404x1080, 13:10, ClipboardImage.png)

>>16925635

Well point being I'd rather end up with the least prior incident associated options. That's just wallking right into the shits and solves nothing.

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041905  No.16925656

>>16925653

I'm pretty sure josh did nothing wrong other than getting screwed by jim.

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01133c  No.16925671

File: adc165d78debc53⋯.png (106.69 KB, 800x800, 1:1, 39039298_p3_.png)

I'm not choosing 9chan if we got fatchan. I'll see you aggydaggys there.

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aae6a9  No.16925883

File: 61f55566626fb29⋯.png (820.64 KB, 952x984, 119:123, difer.png)

File: 0ca791ce6abe117⋯.png (800.39 KB, 1080x1080, 1:1, goaota.png)

File: 337af235ab721a1⋯.png (Spoiler Image, 196.51 KB, 625x416, 625:416, sdaffa.png)

sup. im doing some 3d work for free

The only condition is that i can put it on my portfolio. Don't worry thou even if it isn't a paid job i will do my best.

I'm really good at sculpting, retopo, texture painting and LP modeling. I can manage rigging and animation as well.

If youre interested you can find me on discord: gepguur#7331

ps: new computer dont have many of my work, stick with teh newest ones

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6a463e  No.16926231

>>16924558

>>16925580

>All this splintering

All I want to know is where the next Uncommon Time stream thread is going to be. That's where I'll go.

Though I have the sinking feeling that last year's stream was the last and none of us knew it at the time.

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d2685c  No.16926827

File: 1e2e39fcd219b97⋯.jpg (123.18 KB, 550x849, 550:849, 1e2e39fcd219b979556940c6c2….jpg)

>>16925580

>>16925671

Hey friends

I'm the owner of https://anon.cafe/agdg/ and I would really like it if you guys could come over and help us get the board starting, either there or on fatchan.org/v/

Global Rules apply, you can talk about anything, loli allowed, the whole shebang, so come join us!

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990b96  No.16927019

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d2685c  No.16927843

>>16927019

Neat, many thanks.

To this I would ask, wouldn't it be better to just be on a single board anyhow? I am okay with mine not being the one, so long as it's just one so that we don't get everyone posting on his own little bunker. I realize it's pretty hard to get everyone to agree on the same thing, but I'd be right happy to oblige even if it meant favoring a competitor.

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990b96  No.16927953

>>16927843

natural selection, my dude.

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990b96  No.16927976

File: d6b1ab9a52391e6⋯.webm (7.58 MB, 1280x720, 16:9, 2020_04_23_18_34_23.webm)

back to gamedev. Added the coveted imsim basketball and some other stuff

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041905  No.16928143

>>16927843

9chan's /agdg/ is pretty active and doesn't lag unlike anon.cafe which seems unreachable or even here where it takes me 5 minutes to finaly be able to post.

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bef9a9  No.16928157

>>16928143

>>16925656

Fuck off josh, the cripple had nothing to do with how much you shat the bed and we're not going to your shithole

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041905  No.16928173

>>16928157

I'm not josh and there's already plenty of us over there.

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bef9a9  No.16928184

>>16928173

>"us"

No, there's a lot of cuckchan over there. And (You). A retard.

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041905  No.16928199

>>16928184

No no, plenty of us from /v/ and /agdg/.

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d041ac  No.16930079

File: 7f27c9f5bc3059b⋯.gif (1.85 MB, 360x198, 20:11, Thumbs_up.gif)

>>16921937

>>16910829

Neat neat, I'm looking to forward to see more progress from you and maybe playing even a demo of it when it comes out.

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1076cd  No.16930696

>9chan.tw/agdg/

go away josh

>anon.cafe/agdg/

dead

>fatchan.org/agdg/

down?

So where's the new board?

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990b96  No.16930759

File: cec94167a641728⋯.mp4 (6.08 MB, 1280x720, 16:9, 2020_04_27_07_02_58_1_.mp4)

>>16930696

I can't keep starting new boards…

http://8agdg.wikidot.com/general:bunkers this is the list.

Fatchan had a great thread and I haven't archived it FUCK but the board didn't pick up. 9chan is liveliest now but we can necro any of the old bunkers.

Anyway, progress is happening regardless of turmoils

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1076cd  No.16930785

>>16930759

>I can't keep starting new boards…

Only need one.

Is that the Kowloon sim shit from a few years back? What engine is it using?

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8fc43d  No.16930830

File: e8c0f11139bc922⋯.mp4 (3.55 MB, 336x450, 56:75, 4am.mp4)

>>16930696

>>16930759

fatchan.org is kill. On their site there's a text-only page now ( backup: https://pastebin.com/dmArBq7g ).

From what I gather fatchan rents VM servers from BuyVM, which in turn rents servers from Voxility. Voxility told them to fuck off.

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bd54b7  No.16930842

>>16930696

Only one I regularly check is anon.cafe. Boards pretty comfy even if it is dead.

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990b96  No.16930901

File: aa96f5cfb857d30⋯.mp4 (7.19 MB, 1280x720, 16:9, kow_1.mp4)

File: 103d53068593336⋯.mp4 (4.21 MB, 1280x720, 16:9, kow2.mp4)

>>16930785

>Is that the Kowloon sim shit from a few years back?

you and this guy https://julay.world/v/res/4470.html#26993 both are right.

it's not Kowloon and it's not that Deus Ex clone from years ago, it's a successor. We joined forces. It makes us very happy people remember.

>What engine is it using?

Unity, it's been the engine for the original DX clone and later Beelzebox so that's what I'm sticking to.

>>16930830

I'm aware, updated the wiki a while ago. hence my anger in the spoiler. If there's a way to acquire an archive of the agdg thread (https://fatchan.org/v/thread/1627.html), it would be great. There was some nice progress over there. like this anon >>16914916 actually delivered which was fantastic to see.

>>16930785

>Only need one.

Start posting on places listed on the wiki, we'll see how it goes. I must admit agdg thrives when it's a /v/ thread + board, which would have worked best on fatchan. 9chan's /videogames/ looks shit.

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bd54b7  No.16930955

>>16930901

>We joined forces. It makes us very happy people remember.

That sounds amazing honestly. That Kowloon sim looked amazing and immersive sim styled gameplay would only make it better. I guess there is hope that the 2020's will have a good immersive sim.

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bd54b7  No.16930965

File: a478ab54cf8a1af⋯.png (5.07 KB, 340x213, 340:213, 3578d10a7ef9950e2ebcd6dd7d….png)

The dead board issue would be resolved if progress updates were posted to all the bunkers listed on the wiki. It would solve two issues:

1) We aren't tied to one bunker because there are multiple active ones to choose from

2) There are multiple places that are progress only without any drama or banter

I know some devs have done this already.

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990b96  No.16931109

>>16930965

alright, crossposting it is

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990b96  No.16931717

File: c1831e2f701d90a⋯.mp4 (4.94 MB, 1280x720, 16:9, 2020_04_30_16_14_36.mp4)

Map anon making progress for demo day

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01133c  No.16932027

Seems 9shit has the most active /agdg/ board. I think I will be posting there solely because they allow lolis. Shame.

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3b8eac  No.16932068

File: 1a7b307842a176d⋯.webm (3.73 MB, 2050x1200, 41:24, output.webm)

Hadn't been posting for quite a while. I found local imageboard and trying to create AGDG there from scratch. Some dude is making arts for me others are stolen from LPC.

My gayme:

>Stealth slasher

>You play as heavily xenophobic and hungry intelligent alien creature (Yirk reads as Їrk) and eat girl pioneers(kind of soviet scouts)

It's board's suggestion. They are into that shit for some reason.

I'll try to make it as playable as possible for the demo day.

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018183  No.16932310

File: 04d94b654768f80⋯.png (79.77 KB, 238x283, 238:283, unknown_1_.png)

>>16925883

can't unsee

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51523e  No.16932493

>>16895791

Am I the only one who thinks we should delay demo day?

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8fc43d  No.16932614

>>16932493

Back on 8/8/2019 when we had the initial shitshow with cloudflare we held it anyway because we didn't want to let deplatforming faggots stop us.

That said, I think we're in a worse place than back then. /v/ has way less users, thanks to 8cunt administration ruining everything for everyone. And we're currently being kicked around between several different boards. People don't want to stay on 8kun because Ron & Jim are retarded, people don't want to follow Mark to where-ever he goes because he's retarded, they don't want to go on Julay as they already have their own /v/ with their own culture and quite frankly I don't think anon.cafe will have more than just us few aggy daggiers.

Back on 8/8 I preferred some delay, and given that the situation is only worse now I do so now as well. Fatchan would've been the ideal place as people were starting to settle into it, but since that got wiped off to planet we're left with only a few boards that have a single cyclic meta shitposting thread going and nothing else. Those places wont net us much feedback, if any.

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990b96  No.16932696

>>16932614

>>16932493

I refuse to delay. I say start DD threads on every /v/ and /agdg/ board we have listed on the wiki. If some anons refuse or forget to post on one place, others can do some crossposting for them. Basically, any place that will choose to sticky the DD thread should be treated as friends of agdg and seriously considered for posting, even if it's 8kun.

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3b8eac  No.16932717

>>16932696

Yeah, I agree. We should work with what we have but not wait for what we want.

And I'm ready for once

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f8bddb  No.16932948

File: c8612b1f6787842⋯.gif (1.52 MB, 500x222, 250:111, 1455075286519.gif)

>AAA gaming is controlled entirely by suits who know how to climb the ladder and don't even play games

>Indie gaming is controlled by a clique of corrupt trustfund kids who don't play games

>Meanwhile I have to dedicate 40 hours of my week to a dead end job I'm overqualified for

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6a463e  No.16933446

File: c3b57d4500a4a2b⋯.webm (2.41 MB, 400x300, 4:3, StoryUpdate8.webm)

>>16921937

Another story update.

I'm going to try to speed up production, but I fear this might lead to the story feeling rushed. As such, if anyone feels any parts feel rushed, please tell me so I can make a note to go back and redo it.

The reason I want to start speeding up production is that I want to ensure I can get it done within three years of the start date. Mostly because, if I am not mistaken, Feral took about 3 years to make her game. Currently I am nowhere near the half way point of my game, but it has been about a year and a half since I started.

>>16930079

>Neat neat, I'm looking to forward to see more progress from you

Thank you, anon. I'll be perfectly honest, seeing someone interested in the project reinvigorates my drive to see it completed.

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a4d37d  No.16933691

File: f11d5934f6a3cdc⋯.png (150.31 KB, 1600x900, 16:9, unknown_53.png)

File: 51bd9fbee94ec92⋯.png (904.17 KB, 1600x900, 16:9, unknown_32.png)

>>16921130

Structure generation is less fucked up now, walls can be flipped using mesh properties, meshes can be generated double-sided or as "lighting sectors", meshes can be animated, and meshes generate with collision and floors/ceilings can be detected for use with the combat grid.

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990b96  No.16933849

File: c949328d941738b⋯.webm (7.69 MB, 1280x720, 16:9, 2020_05_01_23_44_51.webm)

AI will still be pretty dumb this demo, but now they can hear your footsteps.

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390788  No.16933961

>TFW you are still in the middle of reworking the farming system and have no demo

and OOF, we don't even get demo day thread here, only in julay world

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990b96  No.16933968

>>16933961

well start it

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390788  No.16933972

>>16933968

Just said I don't have a demo this time

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990b96  No.16933975

>>16933972

doesn't matter you can help us otherwise

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4030b6  No.16934006

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d0d433  No.16934233

>>16933961

>and OOF, we don't even get demo day thread here, only in julay world

Even the deader bunkers like anon.cafe have one. Really a death knell for this place.

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6a463e  No.16934665

File: 6c37805ec20a51a⋯.webm (541.97 KB, 800x600, 4:3, MoveAttackUpdate.webm)

>>16933446

I have writer's block, so I decided to do a mechanics update. Combat abilities can now move the user to a different tile.

The tile a character will move to is highlighted in blue. Additionally, if a character is on the move target tile, the ability cannot be used at all.

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468e15  No.16935536

More of a /lit/ issue, but I wanted to make a VN filling a specific horror niche that hasn’t been done a lot, only problem is the story is going to be a slow burn leading up to a crazy thing.

Does anyone have any tips for keeping shit interesting in that “slow burn” portion of the story. I want the reader to have to do some research and really take int the events around them before the big event happens.

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7786c2  No.16935577

>>16935536

Make characters people care about. Easier said than done but it's how you get people to stick around. This is so powerful that even if you're Disney and digging up the corpse of old franchises people will still pay to watch you puppet around the rotting flesh because there's some semblance of the old characters they care about.

The readers should know the goals of the important characters and the main character should have a central flaw that plays a significant part in the story. The flaws and goals should drive the characters and the characters should drive the scenes and the story. People should understand the characters, even if they aren't meant to like them (but having likable characters really helps).

A scene should only exist if it's moving the story in some direction, that is, it's a fresh complication that causes backwards or lateral movement in the story, or it's something that gets the main character closer to reaching their goal/gaining a better understanding of their flaw. If the scene ends and the story didn't go anywhere people will get bored and think it was all a waste. If people feel like the story is going somewhere and they care about the characters they'll stick around.

Once you have a draft get other people to read your story and re-write, then re-write, then re-write some more. The first draft is always horrible and the later drafts will be progressively less horrible.

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