>DEMO DAY 6 SOON
New Jam Next Month
Helpful Links: http://alloyed.github.io/agdg-links/
New Threads: >>>/vg/agdg
> Demo Days
> Free audio
Doom engine works across every platform known to man, has a fuck ton of documentation, an active community, tons of tools, tons of free to use assets.
The only draw back is that it might be illegal to commercially release a game that uses it.
It is the best engine for making first person games. Period.
Posting this one more time in case someone has more criticism for me, I appreciate it
>anime loli witch pixelart.png
whats the game gon be about anyways?
one's self is a poor judge of one's own life.
and you are still living anyhow. people succeed because they're interested in something and pursue it. whatever exceptional-ness there is results from that, not the other way around.
Turned-based RPG, but really focused on humor and the characters. I want a really laid back environment and something you can play without thinking at all and just be happy about it.
Ive only been for for about a week after leaving for a year and i sure as shit wouldn't have expected this back then.
He seems nice. You dont
in this general it does, there are bunch of people here that will go great length to harass you
but as i stated before, you are all at fault because you don't stand up for yourselves
>I want something you can play without thinking
normally i'd have something to say but if it's mindlessness you want it doesnt get more mindless then press X to combat games.
well, i'm trying to make an asteroids like game. this is what it looks like instantly rotating. it makes me a little nauses
if you benefit in any way from society you are cheating and stealing other people's work. Other people advanced out of a hunter gather society and if you can then your waste compared to them.
CHAD THUNDERCOCK:THE AWAKING
>Made in RPG Maker
>you have these stats, Confidence, Cock, Charisma
>You start as a Betamax, /r9k/ nerd
>you must travel the land of "This Gay Earth" in search of pussy to slay
>You start off fucking fatties, onaholes, etc
>As you level up your can fuck hotter sluts until you reach the final boss of the high school cheer captian
Trying to finish up the base for my player character so I can start working on animations. Does this look okay? Anything I should add or fix?
say if i wanted to make a "juicy" platformer, what tutorials should I look at?
I've just wrapped up on all the basic shit, and although enjoy it, really wanna get stuck in and actually make some decent feeling games.
pls go ez on me, new 'ere
>want to make my game
>its an isometric tactical RPG
>try to learn how do do shit in Unity
>the "tutorial" is just some fucking vidoes about how they did a whole bunch of shit withough actually explaining how the fuck they did it
>try and make my shit anyway and find out that even the 2D mode is some wierdo 3D thing
>not sure if the kind of game I want is doable in Gamemaker
>feel incredibly ill
An iso tactics game is definitely doable in Game Maker. Unity is ass, so you might be better off using GM.
Don't bother too much with tutorials and such, just like make game bit by bit until you've got all the parts, then put them together.
hence the inverted commas. I know it's a fairly stupid statement, but I hope you understand my intention. I just wanna move of from the basic simple movements to adding subtle lil' additions that feel like I'm adding more depth, for example.
Hopefully some people will understand and offer suggestions.
>the "tutorial" is just some fucking vidoes about how they did a whole bunch of shit withough actually explaining how the fuck they did it
Pay attention retard. They explain things fairly well.
>Cave floors generate correctly
>Cave boss arenas generate correctly
>Dungeon floors are completely broken and a fucking mess and what the fuck
Yeh kiddo, now's your time!
>"We made a whole bunch of images in photoshop then put them together"
>doesn't explain anything about setting up the project or how they even locked the camera into a good position or anything, nor does it show them importing them
>then goes on to say "we did X" while showing the proccess sped up 100x
It's obviously a tutorial for people who already know the basics. I had a firmer idea of how to make my game in some backwards shit like TKinter than Unity after watching that shitty non-guide.
Never heard of them but 'll take your word for it.
The beat of the Demo Day drum is relentless. I haven't made as much progress over the holidays as I would want. But things are back on track now.
Just a question:
Since your sprites have no outlines, how do you handle the player blending into stuff that is of similar color. For example, how does the player blend when in front of the sky? Both are bright.
Good question. It's trial and error mostly. But having a sprite with a few different regions of colors helps. The dark hair, white body, and skin colored... skin. But if something clashes too bad, you just have to change it until it looks alright.
Here's your (you), I won't tell you to cheer up though since I know that depressive people don't really repond to that well.
Just promise you'll stay with us, maybe work on your game. We want to see how it turns out after you start on it.
How did you figure out your color palette? Every time I want to draw something I always forget to pick a palette. I WOULD use this:
...That is, if I remembered to use it. I always forget and end up just trying shit until something works. And if it doesn't work or it looks off, then I just go
Image > Adjustments, then move some sliders around in Hue/Saturation and/or Color Balance. It works I guess, but it feels lazy and disorganized.
Ah i see. I'm struggling with this problem right now, since my sky is white and the player is very bright. I thought about making the sky darker, but i'd like daytime scenes too.
The different color regions advice is good. I'm gonna give it a try!
Your game looks very good btw.
>make an elaborate algorithm(not the programming kind) to find out how much and where people live in my game's land
>each iteration makes the results more specific and accurate
I have no fucking idea how should I utilize all that knowledge in my game
i really like skeletons, bones, etc, wanna make game around them
i was thinking fairly standard platform, but your health represents your character. At full health, you're a well human, but as you loose life, skins falls off and you become skeleton.
each "state" has different skill set, and you have abilities to heal/hurt yourself
feel free to share any ideas, i am starting now and will post progress throughout week
I've never found a science to it. I've barely even found an art to it. For me it's just a matter of having an idea of what you want it to look like, then tweaking it and tweaking it until it resembles that.
If you're just working on sprites, try working in greyscale. That way, you will make sure that the values have contrast. Then go back in and add color value to it.
It is a real level. Of course, the most important thing is the design of the level, how it works and feels to move through. The graphics being busy is just superficial to that. I do see what you mean about it being cluttered, I've heard that elsewhere. I've done done some work to reduce that, but it's a bit of a balancing act between being sparse and being cluttered. And ultimately I'd prefer it to be more busy than sparse ;)
This was a really tough one to get working but it does finally. I'm thinking a lot of cool stuff can be done with this and I'll have an example of that tomorrow. For now this is like a theme park of showing off the launchers and blocks currently. Normally I wouldn't have the blocks immediately stop when it collides with the ceiling but have it graze the surface but that's fine tuning for later.
I agree with this man. That stuff looks so stupid to watch, how can you take the game seriously when everyone is hopping and spinning around like rabbits. It's turned me off from games like Quake. At least with Halo it was floaty, and jumping made it easier for people to take you out, so you didn't spam it. Even COD helped put an end to that in Blops 2, loved it.
I agree. But exclusively equipment and tactics without character builds? I'd like examples for reference.
That's what I thought. But should items have their own levels? Wouldn't it devolve into a different kind of numbering arms race?
I was once using a singleton. I was addicted, my game slowly became dependent on that one little thing and its marvelous ability to connect my stuff. But then I found Jesus and now I am completely singleton-free. Individual parts of my game can now be tested and it still works even if something else breaks a little.
You too can become singleton-free if only you let Christ into your heart.
I need help making a C# program that does this:
>Takes in a percentage as a double, say 25.25%
>Returns True 25.25% of the time
I tried, but apparently I'm retarded
don't laugh at my code
You're way overcomplicating this.
>Enter a double percentage
>Select a random number between 0 and 10000
>Divide by 100 to a double 2 decimal places accurate
>If the number is lower than or equal to the entered double, it's a hit!
Treasure Adventure Game was made by one guy too I think. And he was human. Just like those other guys, or all of us here. Doesn't matter what race, you (we) all came from Y-Chromosome Adam.
>switch case for a bool
You know, I've been programming for years, but I could never come up with that shit
Good job anon, keep being creative
>test props in unity
>most import well, few need tweaks, all is good
>over time loose steam as I do not have yet a game core (did not really plan for a complex game core to begin with)
>decide it is time
>plenty of bumps but is expected, I'm just an artfag, all is sort of well until setting up multiplayer
>mother of god
who knows maybe they were former programmer/artists that came from a pro background and decided to make a game, never assume they had 0 experience especially when looking at super successful games
Weight painting got tricky. I think the model is wrong so I'll have to remake it.
Is there any sense in giving away a tricky-to-weight-paint model to a random online art community?
I'm sure they can be creative with it, and there must be someone out there that can get it to work, but I don't like giving away things knowing they might be faulty.
Why is UI so hard. Or rather, tedious. I'm using Gamemaker so I literally don't have to program anything, but this is getting so confusing and annoying trying to figure out how exactly I want the menus to work because there will be mulitple players and teams and gamepads and stuff, and then it takes like an hour just to get the 'Options' or 'Start Game' labels at the right position. Why can't I drag an image over to the room and give it a hyperlink to another room? No, you gotta do all this other shit that takes 10 hours.
Can't wait to start adding multiple resolution support. Oh boy. How would you even optimize on other systems? I have my computer so it works with my exact setup, but how will I know if the game crashes on launch for someone else?
welcome to programming, but really. make an object, make the sprite the image you have, make a simple collision checker for your mouse and inside the condition for clicking on it goto that room, it's not terribly difficult but if you're new to game maker that'd probably do it.
The "true" and "false" in his examples were more like comments, not return values
>// true case goes here
>// false case goes here
Please, less autism, more progress
Cities skyline has roads that do something like this, is there a name for it? I want to see if I can find a tutorial on how I can make "join-able tiles". Its so fascinating.
Ok say you have something you want to do, it takes a long time and is hard sometimes.
You actually enjoy it, but you're not always in the mood. But you also don't want to take 10 years just to wait for pockets of motivation. What do you do? Just give up? What the hell kind of attitude is that.
I'm not even a millennial but the millennials are getting handed a shitty economy and the global problems and traps that the previous generations lured them into, and now they're the ones expected to put up with it or fix it. You want to blame someone, blame the Baby Boomers for stealing from the Greatest Generation and shafting their children. Of course they could get jobs when they were younger, their economy was fixed by their parents and college was cheaper. But greed keeps them from sharing with their children, so now you have these younger people who won't have social security and will have to work way past retirement age just to pay of their college bills while the Baby Boomers get to live in comfort, not having needed college just to be mediocre. The world is not the same as it was 10 or 20 or 30 or 40 or 50 years ago. Stop pretending things have always been the same, you've just given up, that's all. there's no reason why younger generations need to put up with this shit.
Trying to use a few different types of dungeon generation algorithm for my game. Fucked around and came up with some random-ass algorithm that made room-and-hallways based dungeon floors to go along with cave and arena floors.
Does the squares version look too fucked for a roguelike floor or nah?
gamedev is very different from all other things because you have few different expertise that you need to make a game
humans usually don't master more than 2-3 important skills throughout their lives, sure maybe they can juggle through some more but my point is that if one aspect is stronger than another than why force yourself to finish it, you are just going against human nature and human ability and keep banging your head against the wall
tl;dr those who stick to 1ma will quickly realize it, tho who won't will take a significant amount of time to finish something or keep banging their head against the wall
No offence but why did you think about creating a VN if you can't do art nor have an artist partner? Since art is the key thing that sells a VN. (After that VA, dialogue and finally plot)
Oh sorry I'm not even him. He has a game though. Depending on which definition of engine you're using (among the several valid definitions), he still has an engine (ie the meat of the game logic that he himself made).
Ori. I haven't even seen full HD videos of that game yet, just a quick glance at the little Steam window trailer. Had to stop the video/click 'back' just so I wouldn't completely wither away. Whew that game looks too pretty I would probably die from staring at it too long.
concerning square type ruins
this is an opportunity, my friend,
an opportunity to include ancient aliens, who are long gone, into your game.
these ruins would be their long abandoned bases with their automations still lurking about or smth similar
so I drew out a diagram to help explain the issue
in monogame when you flip a sprite it keeps the location vector at the top left corner, so how do I flip the sprite and mirror the rotation and location given only the original location and rotation?
it flips it in place, but for the sake of the image I figured it was clearer this way
what sort of translation should I do to find where the new location vector should be?
the rotation is just mirrored on the x axis, right?
you gon be The Wizard?
Hey, you're probably new to agdg?
Don't reply to those people, there's a small group that will shitpost about engines all the time. They post about how you have to make an engine purely from scratch if you want to make a true game. And will call any already made engine a shitty meme. So it's best to ignore them.
I was thinking more like an underground military / laboratory base with experiments that were abandoned and escaped to roam the halls, but that's cool too. I'm more concerned with the make-up of the levels at this point. It's not really close to the traditional:
Layout. But I still think it looks kind of cool..not sure if I should scrap it and go back to trying to do a traditional layout.
>delicious looking pizza.
i dont have an MC because the game is a first person UI game.....
i have other characters though.
You guys are doing it wrong. We have the technology to add MORE cheese while taking up less space while spending less time waiting for it to be cooked!
Not him, but how do you not eat when you're hungry? I can work out and run till I can barely turn my neck or until I can barely walk, yet I don't have the discipline to stick to a diet or even measure my meals. I think mostly because I hear stories about a lot of certain diets being actually unhealthy. I'm more worried about making sure I get proper nutrition rather than forcing myself to scarf down chicken and spinach and nothing else. I'm pretty good at not stuffing my face 24/7, but I will always have that annoying gut since I'm not totally strict.
it's pretty loose but sorry bro looks like we barely fall into millenials.
nope. no articles or lepples yet. gotten some reply emails from the people i sent out too though so not being ignored is a good sign.
they dont have these in straya and when i was in merica i dont remember liking the pizza ones...there was some breakfast one i liked though.
if you want an FPSmaker wouldnt UE4 be better?
I notice this now and before, people here like to learn and implement algorithms, which I love. I have gone through the learning processing of reading tutorials on algorithms and it can be hard + time consuming. I've done it before where I create some helpful guides but I want to make it into a once a week kinda thing. Once a week I will produce a guide on a topic from most voted to least. The guide is up to what you guys want. Written, video, source code, demo... What do you like to learn form? I know there is a lot of help out there but this is mainly for this community and it will be more interactive. Vote here for now http://strawpoll.me/6436242
The question of whether everyone has a gamepad or not isn't even important, what's important is that if you're asking this it means you have no intention of letting people remap the controls, which is sickening.
KB+M doesn't have enough analog input though
Any game that requires precise movement becomes a major task of twitch timing instead of learning a natural movement. With a joystick, instead of releasing the button at a very precise moment you can smooth out by slowly releasing the joystick and adjust during the movement
A pro and con of a keyboard is that it has a lot more input, which can is bloat in a lot of games
Mouse is a lot more precise for shooting and other targeting tasks, though
my game has keyboard input but practically speaking it looks like most people can't press enough keys at the same time to fit two snes controllers on one keyboard so if you want local co-op you _need_ a gamepad
I'm not willing to dumb down my controls for this
No. I always hated people not letting me even remap the sticks, so one of the things I want to do in my game is make everything remappable. Some of us grew up playing Goldeneye and Turok and N64, it sucks being a 'disabled gamer'. And then making a PC game without PC controls...well...I wouldn't do that if I were you.
How would you design a game without levelling (without experience points)? How would puny humans defeat a mighty Balor? Only with incredible magical items? And then still lots of timing and tactics.
Please give your thoughts.
the body doesn't run on magic bro, you're constantly doing all of the above at varying rates depending on your exercise and eating habits. You can't possibly run at a deficit for any significant period of time without changing the fat stores in your body. It's constantly fluctuating. This boils down to very simple math, which is why we have the nifty calorie unit
In this case, just leave it. I'm pretty sure you can plug two keyboards into a computer and if your players are trying to play local co-op on a single keyboard it's honestly their fault if it doesn't work.
do you guys think I can write this off as a business expense? Deving on a laptop is getting old
nvm guys I decided to go with the updated 2015 version
No, I meant modern games not including Goldeneye and Turok and Perfect Dark's default controls. Deus Ex Human Revolution, Mass Effect , the first Bioshock, a lot of old shooters on original Xbox and Xbox 360, they forced you to look and turn with different sticks, or could only use left stick to move and right stick to aim. I could pretty much only play Gears of War, Halo, COD, BF4, Perfect Dark the main big shooters, but all the smaller third party games were hell.
Not even Battlefield Bad Company or Bad Company 2 could let me play left-handed without messing something up. Borderlands 1 had the option, but I was stuck using left trigger to shoot, and right trigger to aim. I'm right handed too, so my controls are all alien to everyone, even my own family lol. They will never understand, but they played the same games too so it doesn't make any sense. I guess they just adapted. I still beat them at everything though so it's not like my setup doesn't work.
Thank god for Inputmapper on PC though. It's a godsend and now I can actually play Fallout New Vegas the way I played it on consoles. I'm definitely going back to play the games I missed out on, like the original Bioshock and Mass Effect 1. And it won't need to be on easy mode this time.
>Why would he do that? Linux is just MacOS for poor people.
For some reason can't get my head around maths this morning. Going to take some fresh air and try again.
Need to work on my menu before working on the farm aspect of the game.
I would never find that thread and would end up making another one
W-What do you guys think of the general design of the teaser art for the game I'm releasing in 2016? It's not done yet but this is like the general design. I'm going for a simplistic design,
and yes that is calibri font. pls no bully
Does anyone else sometimes wonder if they're creating complete garbage but they don't know enough about game design to even realize their game is bad? I'll be playing my game and thinking everything is coming together nicely, but then I'll think "What if I'm CWC and this game is my Sonichu?"
For a small JRPG-inspired game: 2D "platformer" view, or top down? Side view would potentially mean less assets to create since directional movement becomes limited, but I feel like the feeling of exploration and expansiveness is limited as well. Top-down would seem like the traditional approach, but requires more assets per character and a little more work in general. What do you guys think?
it's really easy to talk trash about macs on 4chan because everyone here is borderline underage and has a negative net worth
most people here also can't imagine buying a luxury car or similar
>drive a 2006 Camry
>can't afford anything better
>call people who buy Mac computers stupid
>don't understand the irony of this
Programming is easy to learn and I can't remember doing anything codewise in a game that I wouldn't have already been exposed to after my first babby class on Java. It's picking up art or music that's hell.
Go hard, go overhead. You're right, it's much more rewarding to explore an overhead-rendered world than a sidescroller.
But I wouldn't waste that effort on creating assets if you were just experimenting/dicking around and didn't want an end product to be particularly proud of.
>I can't remember doing anything codewise in a game that I wouldn't have already been exposed to after my first babby class on Java
Do they teach shaders, quaternions and all this stuff in the first Java class?
Or are you using pre-made engines?
>It's picking up art or music that's hell.
Don't worry, I'm shit at that, too!
My journey toward my goal of being able to make enjoyable games so far has consisted of me downloading python and unity. I have no idea what the fuck I'm doing or how to do it
Why waste your money on uni when you can get the exact same knowledge from reading like 2 or 3 books? Read Structure and Interpretation of Computer Programs, The C programming Language and The Art of Computer Programming and you're on your way
>use mac with open mind
>it's basically Linux done professionally with desktops and laptops in mind
>works great and gets the job done for the most part, not perfect but very nice
>immediately understand the cluelessness of losers on 4chan who don't give it a genuine chance because they're simply poor and unintelligent
"hurr it's not windows durr"
Cool, it's good to know others feel the same.
>But I wouldn't waste that effort on creating assets if you were just experimenting/dicking around and didn't want an end product to be particularly proud of.
The idea of the experiment is to see if it's a viable approach for a longer game, so ideally I'd want to make something I could be proud enough to expand upon.
Experience looks good though. Work on some of your own stuff, or contributing to large open source projects. Unless you want a braindead codemonkey job that will be taken away by some Indian anyway, go ahead.
Mac guy here, I like Linux but the bugs and flaws resulting from DEs basically being a compilation of contributions from hobbyists just ruin the experience. I do have a Windows computer chilling nearby but I only use it for the occasional video game, and nowadays that's less and less, since most things use multiplatform libraries/engines.
Some people learn better in classrooms. For me, reading technical shit is basically like walking uphill during a molasses landslide in the winter. Even Youtube tutorials kill my interest. You don't have to blow your money on an expensive school, but some courses at a local college or a professional course could help.
I know what you mean, but the bachelor of engineering in electronic and computer systems engineering with honours seems preddy important to looking serious enough to employ outside of making shit-tier video games that are buggy as fuck, which I still want to do for personal pleasure.
Now that I think of it, couldn't you show off your games to employers? kek
I chuckled as I read this
just spend $800 on some shitty custom-built windows box and use the rest on a real computer
oh, wait, you can't afford that because you're some lower-middle-class teenager
>has a negative net worth
I mean, if you own a luxury car you probably have a negative net worth, too. Debt like car loans adds up, and most Americans are swimming in it. I don't think you're special enough to be any different.
UE4 devs, Is there a way to disable AA based on distance? AA enabled makes objects at a distance look nice but close up they look like shit. Without AA on it's the opposite. I want to have AA enabled only for objects in the distance.
Why are "enginedev" posts always told to go to /g/? /dpt/ is "fizzbuzz and meme-of-the-week general" and the rest of /g/ is "help /v/ with computer problems". This is the best place for it.
I want a good The Thing game.
I look at something like Trouble in Terrorist Town and lament it's problems and it's complete unwillingness to fix them. So I'd like to pose a question or two, if you'd be so kind as to humor me for a minute.
To me it comes down to a few key design hurdles that separate this magical Thing game from garbage like The Ship:
>1) Lack of meaningful reasons not to kill indiscriminately
Maybe this is impossible to fix? Maybe the only solution is having a small community that isn't a bunch of autists? But I'd like to imagine there's some better way to encourage the importance of survival, the key solution to this being (or at least the only one I've thought of):
You don't care about losing your mates if they're of no real asset to you beyond, "maybe some help in a fight". The only solutions to this I've thought of are:
Give the players few weapons, and you can only carry one at a time. There's far less odds of an accidental death if all you've get is a revolver and an axe spread over eight people.
And secondly, give the other players relevant equipment to the objective. Perhaps only one player has the map that shows the markers to reach a helicopter in a blizzard, but another player has a compass to get the group's walking direction correctly so they don't fall into freezing water. The idea being that one player COULD technically accomplish these jobs alone, but:
>3) Timed Objective
Again, if you have a better solution, I'd love to hear it, but this is all I've got to A) make sure everyone keeps moving, B) that they work together, and C) they don't all stand next to each other, making it impossible for The Thing to win (I.E. they're all going to different sections of the map to try and complete the objective).
>4) After death
The hope is that even if a non-Thing player dies by the hands of an (incorrectly) suspecting teammate, they won't feel the immense, autistic anger brought upon by something like Gmod Clue. I have no idea how to actually solve it to make that happen though. The best I can think of is some sort of after death system like the ghosts from Spelunky, but in a perfect world I think it would be much better if they still wanted to help their team, even after their unfortunate death.
This is the last one. Basically, the best I can figure is to A) have the player names and looks randomized at the start of a round, B) limit communication to text chat, and C) limit chat to nearby players. The idea being, if everyone can just voice chat, how the hell is The Thing supposed to take the place of a normal player, right? You can't sound like another person. But even, if it's just text chat, then it's an issue, since yelling at your friends is sort of the whole fun of a game like this, and without voice reactions, it's basically dead in the water.
Anyway, let me know if you've got some crazy fuckin solutions I'm too dumb to have thought of. This is more of just a thought experiment anyway, and less a legitimate thing, since I sort of cynically doubt these problems can be reasonably solved- but were I to try it'd have to be in 2D, because, come on, this isn't Professional Fucking 3D Game Dev General. Come on. What am I, Picasso?
>You don't care about losing your mates if they're of no real asset to you beyond, "maybe some help in a fight". The only solutions to this I've thought of are:
You could make the player emotionally attached to the other characters. Only works if you're in single player, but that's part of the reason why you don't want character X or Y to die when watching The Thing.
Just like my concept for a game, waifu quest, where you become sexually and romantically attached to your character who you can customize to your autistic desires and to greater intricacies and extremes as you progress, creating a more fulfilling holistic game experience.
You could even fight other peoples waifus to prove they a shit.
my experience with the ship and that one game where you play as the invisible alium was that
A. you were punished for killing the wrong person so that wasn't really a problem
B. the game got a lot harder when your mates died (doesn't apply for the ship obv)
C. was a problem and that makes total sense
D. I like counter-strike style deathcams, especially if you put dead people in a separate chatroom where they can spoil the game without worry
E. This part doesn't match up with how I actually played both games, with friends in an external mumble. If the game is unplayable in that way than existing groups probably aren't going to play it, although it would be fine if you went full-on mmo with the playercounts
I haven't played SS13 personally but I've heard it does The Ship better than The Ship did since you actually have half a reason to roleplay, might be worth looking into
You can do it!
It would help if you decided on a setting so my solutions could fit better, but for the voice chat thing. If you decided on a futuristic setting you could have using voice chat use a very limited battery or something, so a teammate that only uses text might look suspicious but not auto identify him as the thing.
Also i dont see anyone wanting to play this if it is in 2D.
>I mean, if you own a luxury car you probably have a negative net worth, too
laughed out loud when i read this
h-having nice things means you're poor b-because my mom and dad are bad with money so I'm going to project that onto everyone in the world...!
>I'm going to project
>my mom and dad are bad with money
>he still depends on mom and dad for money
Sounds like a personal problem. Rather than spending your time pretending to make games, you should probably go find a job. Good luck!
>buy valuable land
How long do I have to wait until land in Detroit is valuable again? If I made a game about Google buying out Detroit and making the whole city their headquarters, would you play it, or just rewatch Robocop? Or replay Sim City?
I'm the opposite. I can play multiple instruments but I can't whistle. I also can't write music for the life of me; I can only play what's already been written. It's going to make solo dev hard.
>Decide I dont like material
>Decide to tweak it
>Still dont like it
>5 hours later, still tweaking it
>It takes 5 minutes to compile the shaders each time I apply it to see how it looks
>wagecuck thinks slaving away for money to buy status symbols makes him superior
>Trying to figure out what's wrong with my LOS algorithm
>highlight tiles in range
Oh this actually looks kind of neat if I had graphics.
Can someone repost that webm of the Paper Mario-like with the cute little blonde waifu and her cute little waifu friends? I need something adorable to look at that's not moe anime. No, not the one where you play as a male bully with the greaser look and pick on girls, but where you play a nice girl and find secret areas in the terrain that lead to nowhere. I need something uplifting after reading about the armed Militia occupying Malheur. Domestic terrorism is the last thing I want on my mind tonight. Do we really need to be fighting each other right now? We should just like make game instead.
I've had enough problems to dev in 2D I can't even imagine how hard deving in 3D must be.
Are they literally gods?
How would you implement difficulty levels without putting stuff like this everywhere:
if (difficulty is easiest) heal();
if (difficulty is not hard) dropSpecialItem();
if (difficulty is hardest) showSpecialEnding();
Enums and switch statements
For added fun if you remove the break statements then reorder the difficulties from hardest to easiest instead, you can combine effects of multiple difficulties:
Now Hard will show the special ending, drop a special item AND heal, medium will drop a special item and heal, and easy will just heal.
Depending on how your AI is set up, it saves you from having to duplicate code between difficulty settings. Also, you can define entire behaviors inside of the switch statement by writing AI behavior for each case and having the switch statement contain the entire AI, so that you don't have to keep re-checking the difficulty at each decision with conditionals.
Also switch statements are faster than conditionals.
I don't have that one, but I have some other cute AGDG games for you to look at.
Feel better, anon.
Because there's something fucked up with my algorithm right now. The way I'm determining when to "stop" the line of sight when a wall is found is fucking with more than just the direction I intended. You can tell the problem more easily when you look at the highlighted walls in my LOS -- only like 3 or 4 are highlighted, when really much, much more should be.
Flow through cases should always be seen as a bug.
You can put the reward things in a data structure. Otherwise that is how it goes. At some level your game code has to Do Something.
That's what structs are for. Define everything that's unique to that difficulty within a struct then just reference the struct any time you need to determine what the player deserves.
For example, you could have a struct called 'difficulty' and when it comes time to show an ending just go
This way, one function handles every scenario. Within each function just expect to receive whatever parameter it was going to determined with your switch statement since it'd be defined in the struct.
I would suggest only doing this if the difficulty "rewards" are the same across all enemies. Otherwise, you're needlessly defining something specific to an enemy somewhere else, and you'll have the XYZ enemy accessing "difficulty.XYZ.loot" instead of just doing it.
Now, you could still argue for a centralization of this logic in an ECS or otherwise heavily data-driven system, but I'm sure that's not the case.
Why should they be seen as a bug if they have a perfectly valid use case as shown in that post?
Structs are great, I'm using structs all the time.
Sometimes I think back to a time before I even knew what structs were and.. I just shake my head.
We're proud to say that we support and use structs every day.
It is in the same vein of putting braces on single statement ifs. It's fine the first time you code it, but then having to change it latter can easily introduce bugs you didn't see coming. Doing it for switch statements is even worse and more likely to introduce bugs, I'd argue. Switches should be seen as order agnostic.
>but then having to change it latter can easily introduce bugs you didn't see coming
Why wouldn't I see them coming, if I know that cases flow through? Especially since the pattern of "hardest includes hard includes normal" is going to be a common theme throughout the entire codebase?