Enginedev wet dream on the horizon
New Jam Next Month
Helpful Links: http://alloyed.github.io/agdg-links/
New Threads: >>>/vg/agdg
> Demo Days
> Free audio
Pixel art is its own talent, anon. Once you understand it, you won't have to be the greatest artist in the world to make some great shit. If you have so much time, it's a good skill to pick up.
Remember to always keep running forward even if you can't see what's ahead of you
>have an animu
I'm pretty drunk right now but we're still looking to replace some Unity devs over at BCG.
Just send us a casual mail and some examples of your work if you're interested in joining us. Enjoy your weekend and never stop trying, guys.
>Have C# book
>Actually beginning to dev
Holy shit this feels good
> No, I don't have anything to live for. My life is a trainwreck and it's too late for me to fix it I'm afraid.
Oh, let me guess, you're like 20 years old, and you'd get treated for your depression except /pol/ and /r/conspiracy convinced you not to.
I asked last thread how to slide the camera back to focus whenever the player moved in a grid (independently from its animations).
I was told my pseudocode was correct but the camera just goes on forever in a direction every time i press that direction.
This is my code, avert your eyes, I can't organize for shit. I hope the comments are enough.
If anyone needs game references, I've been researching the "dig down" genre of games and here's the chronology I came up with.
1980 Pac-Man(not part of the genre, but was definitely an inspiration for the first ones)
1982 Dig Dug
1982 The Pit
1984 Boulder Dash
2013 Super Motherload
I'm working on a dialog system, but it's pretty annoying to make.
Miner VGA is also an important entry into the genre, as is possibly Spelunky.
Announcer voice man here again to record some lines
for freefor you guys.
just reply to this post with what you want me to say and I'll respond to you with a clyp.it.
Quick survey, at /vp/ no one cared;
In the battle scenes, would it interest you if the battles were more like Final Fantasy style? Where the bar charges up according to your speed, and you select a move, AND if the opponent has charged up first and has selected a move it gets to attack you before you react.
The stats would be adjustable.
Or would it interest you if it was mixed with mini games, somewhat like Undertale.
What battle styles would interest you the most.
Just wondering, for research porpoises.
>oh noez another le pokemon gaem
>as if we didn't have enough
Yeah, nah... I promise it will be different.
"cel" shading, meaning it looks like an animation cel
you can make whatever shader you want in unity
I have a love/hate relationship with it. I like it when I'm working on fun projects, I hate it otherwise. Maybe I should just sharpen my burger flipping skills.
The web stack frightens me, it's just too much shit. Also I have no idea what to make, unlike games.
I started making progress again AGDG
Currently making new player animations and enemies
So is this amount of shimmering in the alpha grass normal? Is there a way to reduce it? Anti Aliasing seems to have no effect.
Don't worry, that's just filler text.
I mean I will put humor in my game but I'm not sure if you count it as Undertale-tier.
I spent 25 years of my life playing video games and now I have no skills. I only got into making games last year, and even then I don't think most people consider game dev a skill, not that I'm skilled at it either.
To fug em.
Also, I wonder if there are as many furfags as pokephiliacs.
If so... uff... the money.
MMO Pokémon is pointless. People don't actually want their world covered in other players (unless the world is significantly larger than the current games). The multiplayer features already present in the handheld games pretty much cover everything people want in terms of an online experience.
I think it could be interesting to do a Need For Speed-style game where you can see some other players but you're not in a full blown MMO, and you can invite other players to walk around in your world and such.
The problem is that there are few things you might actually want to do cooperatively and the competitive stuff needs a matchmaking system anyway, which you don't need other players in your world for. There just isn't any reason to have other players in your world because there is no meaningful interaction with them. It's not like you can gank them or take on raid bosses together.
try between art,programming,music etc
when you do either art or programming,choose something specific to focus on and don't practice 9 different disciplines of art of programming
would be ideal if you flipped burgers in the day and groomed your skills at night.
Man I want to use an invented language for my game... but I'm roughly 100% sure no one would be assed.
The idea being that you're stuck on a foreign planet and have to slowly figure out the language to communicate.
I think I know the issue, the camera has off values of the grid. Like the sprite is let's say 100 x 100 but the window is 1040 x 576. Something like that.
Either try the camera to have the same multiplier as your sprite/grid or you can add every time the camera move as much as the sprite.
if pressing D
viewx += 100
Just giving ideas.
>MMO Pokémon is pointless. People don't actually want their world covered in other players
yeah we do. imagine a pokemon world where the other trainers around the world are actual players and not npcs, and you could challenge them and fight actual tournaments against them. would be badass.
I'm afraid to make a poekman game now.
So much effort for it to go to waste.
>MMO Pokémon is pointless.
i disagree, pokemon MMO would be fun as fuck
there is also a romhack that allows multiplayer (forgot how it called).
you could battle NPC's and not only humans, you could arrange it somehow to be balanced with time, also don't allow power leveling by getting good pokemons/items through pokepc's
Tournaments can already be done in matchmaking. And if it was an actual MMO (i.e. you saw every player on the server) without the world being several times larger than it is now it would be completely filled. There would literally be a player on every single tile if the game was as popular as an MMO like FFXIV or bigger.
Pokémon MMO is something everyone says they want but when you think about it it doesn't really make sense.
Loading and saving dungeons works!
And it's exception-safe.
And as a bonus, when you load a dungeon, you get an extra friend!
It's a feature.
gamedevs are so lazy, next step would be a game engine that makes games with a click of a button
dunno, i've played plenty of mmos that weren't overly crowded. that's up to the devs to make it work out correctly. i think it would be amazing. you could have pokemon themed quests and dungeons you could enter with your friends. it would be kickass.
Repostan progress from last night
Enemies navigate and attack now. And play all the correct sound effects.
I feel like the wall messages would work better only if you pressed against a wall twice or something, if they keep swarming the log like that it might obscure actually important info.
I asked the question about ECS collisions.
The physics solution is something that I had thought of, and I was planning to eventually do most things that way anyway. For now, however, im just wondering how to do it without.
You basically boiled down my problem but explained it better. Of course various entities and different situations will lead to collisions being handled differently, this is actually my main source of confusion. I guess im just not exactly sure what parts of the process to delegate to various components (componenets that may not even exist on some of the concerned entities) and how much coupling will be present and stuff like that... I may have asked this question prematurely, Ill just go do more research I think, thank you though.
Thanks for all the meme replies, but i wont both addressing them all individually
(also a couple replies genuinely asking if i should be using ECS, which I do appreciate but will just respond to with a simple "yes" and ask you to suspend your disbelief)
I am just doing this for fun, my game isnt even using ECS right now im just trying to learn, although I knew going in that was discouraged here
Thanks anon. It doesn't seem possible in Unity unfortunately, still tried the Fade option but it seems like there are sorting issues. Not sure if I really need it that bad though, it seems ok at higher resolutions but still creates a lot of unnecessary visual noise in motion.
One of the options in the game settings I'm going to put in is an option to turn off "ambient" game messages -- like harmless collision messages, flavor text, descriptions of sounds, etc.
>I guess im just not exactly sure what parts of the process to delegate to various components
None of it. Components are just data, they shouldn't have any behaviour associated directly with them.
it doesn't matter if you think you're not trying to compete because as long as you release a game to the public, you're implicitly competing with other studios
yeah so you could get a job. that's your prerogative
>/agdg/ dev has interesting concept
>dev has a lot of experience, can create a responsive and polished program
>dev is confident, too confident
>wants to create the story, create the world, write the game
>ruins their own creation by extending his responsibilities outside of his capabilities
please remember that programming is not an art form, if you have an interesting concept seek a trained/experienced writer or team of writers. it does not make your efforts less meaningful. collaboration is the key to success.
you say that like you think big game studios overshadow every other game because they spend millions on marketing and development and have huge teams. i'm not sure what you're trying to prove here. are you frustrated about your game or something?
>yeah so you could get a job
No at all, it's actually to give my life meaning
stop pushing your agenda. are you the one from that site trying to get people to work on your team? cut it out, this is a thread for indie developers and learners. i don't give a fuck if you're drunk, get your dumb ass outta here.
If you've never used ECS, the best thing you can do to learn how to use it would be to convert an existing game into ECS. You just need something simple with an existing codebase, so that you can concentrate on figuring out ECS without being occupied with coding the actual game at the same time.
what do you mean in check? do you think people actually care about your opinion? you're pretty invalid. you act like we can't enjoy learning and making our own games because you say so or something.
It knew it but may have not fully internalized it yet, thinking about it now Im already thinking of better ideas that I've had that are pretty simple. Like i said ive never done it before, thanks alot!
Thanks Ill try that
I'm trying to make it so my guy faces to the left when moving to the left. As you can see, I have animations made up already so it's more detailed than a simple flip, but if I have to use that basic flipping animation, so be it. I just want him to face the left when the player presses A.
How do I do this? Preferably with the GUI, because I'm a programming retard
By the way, which part of collision handling are you stuck on? Detecting penetration and moving things apart (for example) wouldn't be done with the ECS, that would just be an inherent part of the collision subsystem (because you want it to happen with more than just entities).
[x] Nodev ||  Yesdev
The only one to blame is myself.
thank you for responding i would like you to know i love video games and think you all have great potential but you need to understand that you guys (generally) don't have the chops to create a meaningful story.
you may attempt to cover all the bases yourself but are ultimately limiting the potential of your concept. please understand i don't wish to demoralize you but simply explain how the process works.
camera men do not dictate how to shoot a scene in a movie, they simply provide a platform for a trained and experienced professional to shoot a scene according to their vision. that said, an equally trained and experienced camera man can drastically increase the potential quality of a shot by collaborating effectively with his director. it does not diminish either contribution to the finished product by any means
i will also reiterate that programming is not an art form and i implore you all understand this as it will improve the quality of your work
Oh, ya no i have absolutely no trouble with the literal "collision detection" and handling, thats trivial. I've programmed for a while but am just inexperienced with the "design" side of things.
Im just trying to figure how architecturally the "collision subsystem" fits into my code.and is designed. Like is it just a monolithic class that takes and compares all the entities with collideable components? But of course some of those entities wouldn't have movement components and some would (just as an example), which has the potential to get a little messy, even though that might just be the reality.
Like i said i might just be completely lost and have to do more reading, thats fine with me.
I would tend to think of the collision-related components as simply being the bridge between the ECS and whatever is doing the collisions (typically a middleware physics library). The latter shouldn't have any knowledge of the former.
Other systems can then poll the collision component for data that they can react to (such as collision contacts or impact forces) to add extra behaviour (like blowing up something volatile).
Yeah, I do have the chops. In fact, most people do. With a little bit of practice anyone can choose the right words, hit the right plot points, subtly hide symbology, and generally do whatever. It's probably the easiest of any creative medium. Art? Music?
Programming?Writing is easier than all of it.
All you have to do is be fucking literate.
Are they animated?
if hspeed < 0
sprite_index = spt_left
basically what it says
if the horizontal speed is less than 0
the sprite will change to sprite left
I think it works for jumping grid objects too not sure. In your case you would have ss_left and ss_right sprites.
if hspeed < 0
sprite_index = ss_left
Try it and see what happens for left side.
>New retard on the block here using Game Maker
Hey guys, I'm attempting to draw a shadow on another object after it collides with a hitbox.
other.phy_position_y -= 5
other.phy_position_y works fine, but the other.draw_sprite line tells me to go fuck myself and crashes the compiler.
How do I get this to do what I want? Causing something to draw a sprite on collision shouldn't be that hard.
is there another texture assigned to your sprite? it seems like a weird glitch when its moving
i like the thrust animation, its cute but you should juice it up a little more (its a bitch i know)
>you guys (generally) don't have the chops to create a meaningful story.
um. i started learning to program because i've always been good at writing stories, and have a very active imagination. i just wanted a different medium to tell my stories through. whether or not programming is an art form is irrelevant to me, as it is necessary. i'm still not sure what your angle is exactly, but you seem to only want to bring people down. i don't know if you noticed or not, but games don't actually need an amazing story to be well received or fun, as games are not a purely story driven medium, like say, literature. i don't think i need to give you examples, as you can probably figure out quite a few for yourself. again, what is your actual point?
So I assume those other systems could get info about whats being collided with then? In other words: Would they just know that they are "colliding" and from which direction or would the middleware (or whatever) also provide them with like, a reference to an interface with which they could get deeper info from (like "this hurts you" or "this is water" or whatever). I hope that was somewhat understandable
Sorry I got really invested in doing this >>128823331 and I ended up almost forgetting to draw pic related.
I tried to keep to the current theme, tell me what you think.
look kid. as a developer you want to make a game that reaches out to as many people as possible. and in this current market, you're gonna need a team. i don't care how good of a programmer you are, if you want to make something that competes with today's games that can draw enough attention and has high replayability value, you're gonna need to work with other devs. that's why it's almost pointless to make a game by yourself unless you just want to learn, but i'm sure none of you elitists are trying to learn at this point. so tell me, what do you want to do
okay, what the fuck.
So in GML Im trying give my player a gradual speed increase based on the direction they are already going. If they are moving left (a key) and you press right(d key), they decelerate and then accelerate in the opposite direction. HOWEVER if you do the same but go right to left, they slow down to a speed of zero then continue moving right. I have to be missing something stupid and simple, someone help me out plz
Keyboard Event for A-key Key:
if speed is greater than 0
start moving in directions 000001000 with speed set relative to -.9
if speed is less than or equal to 0
speed -= -.5
if speed is less than or equal to -4
set variable speed to -4
Keyboard Event for D-key Key:
if speed is less than 0
start moving in directions 000100000 with speed set relative to .9
if speed is greater than or equal to 0
start moving in directions 000001000 with speed set relative to .5
if speed is greater than or equal to 6
set variable speed to 6
Keyboard Event for S-key Key:
if y + (sprite_height / 2) is less than room_height
jump relative to position (0,7)
I make my game because I had an idea that I liked. I get to enjoy developing my game and adding whatever I want to it. I don't care about it being critically acclaimed or making money at all. I just care about it getting finished because I love to make games. I don't care if it takes five months or five years.
>in this current market
>something that competes with today's games
I fucking knew you were the same guy banging on about the futility of "competing" with AAA games. Stop trying to sell your nearly-useless (especially for indie) skills so hard.
I can code, do art and write better than pros. I'm better than you at everything. Now go cry in a corner, son. We are all talented as FUCK here, go to reddit maybe they'll hire you hire you for their mobile shovelwere, boy.
It HAS to go in the ss_obj, if you place it in the create event, it only reads once I think, try placing it in the D pressed key event and same part where there is an execute.
Always save before editing, and see if it works. If not I think it works with the gui with
Event -> A key pressed -> Main 1 -> Sprite -> Change to ss_left
What the fuck cat noses aren't supposed to be open at the bottom what the hell did they do to that poor cat
yeah i noticed that too, not sure what caused it. i'll definitely add more frames to his animations at some point.
its her arms
i understand that you must use hyperbole in your response for effect and that i must be frustrating you
though i do not want to be accusatory i am very sure none of you could convince me you are talented writers simply by claiming it is easy. i am equally sure you will not provide access to your writing to be judged objectively
there is a divide in this particular industry, and most of the people in this general are hateful and distrusting of genuinely artistic people. i understand as i often feel very protective of video games in general.
>>128826620 implies that collaboration is the death of an idea, but the history of this industry proves the opposite.
programmers and the like are often very anti-social and anti-team, you may claim otherwise but the stereotype is true. i want you all to eventually come to the realization that forming a good team of coders, writers, actors, illustrators, 3d modelers, etc. is key to giving your initial idea what it needs to thrive
I thought I read somewhere that the only way to draw things is with the draw event and that's it.
You can use draw event with a collision code, or you could do a sprite and make the shadow appear when you collide with the wall.
yeah stop lying to yourself. unless you're planning not to release whatever project you're working on in the future then you're making it to reach as many people as possible. that's the main reason game developers even become game developers. they want to create something and show it to people
again, i'm not trying to "sell" anything. what's your point
nice /trash/post you numbnut. trust me when i tell you this but you'll never make it in the industry with that kind of sorry-ass attitude
i used to believe in this until people at collabs would flake after a week without saying a word.
i appreciate someone who want to make a collab but it seems like most people who get into gamedev are mentally capable of working within a structure/team
also not all people are looking to make something substantial or improve, for many gamedev is about dicking around and having fun
>nice /trash/post you numbnut. trust me when i tell you this but you'll never make it in the industry with that kind of sorry-ass attitude
I'm Hopoo though.
Where are your millions?
>programmers and the like are often very anti-social and anti-team
from experience programmers can be weird but making a commericial game also takes BALLS,not gonna happen if ur a beta
Is there some way that could color a simple square shape into X strips of colors without needing to make a separate texture for it?
millions of what? upvotes? neckbeard fanatics? dollars? pesos? chromosomes? no but seriously, unless you've made atleast a billion like notch did you're not impressing people
i was trying very hard to be considerate but you all are very aggressive so i felt i had to defend myself. i can tell you guys are very headstrong and that's how i know places like this are breeding grounds for future visionaries so dont think i was attacking anyone
Hey! It looks pretty cool! I'm converting a webM right now but here's a fullscreen screenshot in the meantime. Thanks a ton anon.
>for many gamedev is about dicking around and having fun
that's what sucks. and game devs that aren't actively looking to team up with other developers aren't serious about making something that really stands out because for anyone, anytime you reach a point where creativity meets technical skills it's bound to hit a road block
it is not a save if you look at my original post it is complimentary and helpful i think. i don't doubt that once you guys have more experience and open yourselves to criticism you will be very successful
I spent a few hours redoing Gilbert's sprites, as well as Leto's running cycle. Slow, but man I'm happy when I see it in game!
Gilbert really needs some push and pull when Leto moves, I realize....
I love you too anon.
shitty low bitrate webm doesn't show floor details too well, but they're there live.
Placeholder art, saving / loading game, state management. This shit's almost ready for
the run cycle, 12 frames. Crits welcome!
I realize that due to him holding his gun, he's not going to be moving his upper body much in an attempt to remain a stable stance, but he should have a little bit of left right (from his perspective) swaying, to counterbalance his hip movement.
Soon. Soon. I need a game settings menu, and then I need an animation system so that the enemies and combat effects can animate. THEN a combat system.
Then endless balancing of combat.
Then creation of ranged combat.
Then creation of spells.
Then creation of unlockables.
Then demo day.
the DD stuff was confusing the shit out of me so I just rewrote the code to this:
if(speed > 0)
direction = 180
speed -= .5
if speed <= 0
direction = 0
speed += -.5
if speed <= -6
speed = -6
This works but then I reverse from going right it isn't smooth, the object sort of lurches backwards then smoothly accelerates. Any idea why?
You are visited by the gamedev genie, who offers to raise one of your gamedev skills to godlike levels. What do you choose? I'd probably go with texturing, I can model low poly but texturing is important no matter what.
Programming. I don't mind asking for sprites/giving credit, same for music sound effects and in the story I'm ok.
But programming... it's always 3 hours of testing, reprogramming, testing, reprogramming, testing.
This. Even when there's a ludum dare or a bigger game jam there's never an agdg team. Are we all just egomaniacs convinced we're the next notch or is it just fear of collabing through 4chan?
Have there been any agdg group games, even a demo?
learning to program all day. brain finally says stop it. start veering off to other things like youtube videos and annoying my cat. i don't know if i should be happy that i filled my brain up, or distraught by the small capacity it holds each day.
most of the time any team takes their conversation to a place to share builds like github or at least skype. And why come back to agdg to post progress if you already have a team to have a consensus with about the game and how it's turning out?
anon my post was as a joke no need to get defensive, he laughed that was my intent.
I gave the kid some pajamas, the dog you play as is what he imagines himself to be when he dreams, he's 10 so he can think stupid stuff like that. And you're right the laser needs an indication that you're holding it for the lasers to come out, and after that the objective is for each laser beam to be congruent with the previous and update the y axis if the source beam moves.
>team is massive
>game is still a concept and not even a prototype
>not a single programmer on the team
im going to re ask my question from the other thread. What exactly doees SDL_init() do? I can create windows and everything without. I have no problem calling I just don't know why im doing it
Initializes the library as the name implies.
Probably doing internal allocations and function calls needed for it to work.
It's open source, you can go see what it does exactly.
The SDL_Init function initializes the Simple Directmedia Library and the subsystems specified by flags. It should be called before all other SDL functions.
Unless the SDL_INIT_NOPARACHUTE flag is set, it will install cleanup signal handlers for some commonly ignored fatal signals (like SIGSEGV).
You can get extended error message by calling SDL_GetError. Typical cause of this error is using a particular display without having according subsystem support, such as missing mouse driver when using with framebuffer device. In this case you can either compile SDL without mouse device, or set "SDL_NOMOUSE=1" environment variable before running your application.
The graphics component of SDL and the parts that it controls are initialized. This is done by setting flags like others said. Sometimes these flags persist and you *happen* to be fine not resetting them with init(), but sometimes they will not already be the values you want them to be and in those cases your program will not work as intended.
basically not calling init() doesn't mean that your program wont work, however calling it is the only way to ensure it does.
Starting on the AI
Forgot to prevent off-screen attacks.
Any music bros around to give advise?
I'm buying a digital piano soon, and besides interpretation I also want to use it to compose. I'm probably going to use baby's first DAW like FL Studio or Logic Pro X.
What do I look for in the digital piano to know it will work just fine with a DAW? I have a Macbook (pls no bully) and a custom built PC with Windows 8, but no special ports, hardware, or anything, if any are required for audio.
I know some things to look for already like poliphony, weighted keys, etc, but any extra details I should watch out for is what I'm looking advise for. Also, will the weighted keys transfer the velocity to the DAW?
Python is a good language to learn for programming knowledge if you're completely new to programming.
You might want to check out Godot, it's nearing a 2.0 release right now. It uses a scripting language very similar to Python. I wouldn't use Python by itself to make a full game. But with Godot it's a scripting language, all the engine is made in C and C++, so it's very much better than just Python.
how long has this been in development
Play keyboard? Full weighted 88 key if you have money, semi weighted 61 if you dont
Dont play keyboard? 25 key synth action for <100 dollars or dont bother in the first place
They all have midi outputs in the form of usb pretty much, just make sure it has a usb port
Weighted keys transfer velocity data jsut like any other keys
is monogame any notshit or is it just shit?
I don't think it matters much, really. If you already know what engine you will use, learn its language.
If you don't or don't want to use an engine, pick whatever. After you learn one, picking up another one takes 1-2 weeks.
If you want to play it safe, learn C#, C, or C++ (kinda hard for a beginner). Python and Ruby are good to learn with, you just probably won't use them on gamedev.
Why can't they just release the preliminary Vulkan API already?
I'm fucking tired of having nothing to go off of
Yes, I already play, up to some intermediate level pieces.
I've been looking at Yamaha's Clavinovas and ARIUS series, but didn't mention it for fear of "buy a $100 keyboard" shitposting.
Thanks for the advise, the top end of what I'm willing to buy is a CVP 705 or 701.
So as long as they have the USB outputs I'm safe? Cool, I think all of the Yamaha models I'm looking at have them, except one.
I picked it up last month. I've never made a game before or even done any game programming at all. A month later and I'm on my way to making a fully-functional roguelike.
I've never used an engine like GMS or Unity before, but if you're working on a "first game" I'd highly suggest you work with a framework instead, and I feel like monogame has been a perfect starting-out point. Haven't run into a single complaint and since it's based on XNA there's tons of tutorials and articles everywhere.
>I picked it up last month. I've never made a game before or even done any game programming at all. A month later and I'm on my way to making a fully-functional roguelike.
Nice, anon. Which one is yours?
Pic related is what I started with in mid-december
Even if you don't know shit about game programming you can pick up monogame and start working on stuff almost immediately.
Can somebody help me out here?
I'm coding in Gamemaker, but for some reason my character starts to jitter when it gets in the center of the screen as I walk. It's subtle, but enough to annoy the shit out of me. Can anybody lend a hand?
Oh in that I'd recommend you a yamaha p-115 or p-255. I have a 115 and it feels more or less like a real grand and has midi output.
There isnt much of a reason to spend more than one of those if you're sounds will be made on the computer anyway in your daw by VSTs
Or if you're really ready to blow alot of money look into the "Nord Stage" series.
It looks like it only happens when the character reaches their max speed. My guess is that it's because the code is trying to give him more speed, while bringing his speed down to the maximum whenever it goes over. If I'm right, then just add a clause to the part of the code that increases movement that prevents it from adding any more speed once you reach max speed.
It's random luck most of the time. Make sure you give your posts plenty of relevant tags to make sure it gets seen. And then just keep posting stuff, as often as you can. Eventually people will see something they like a lot, then they'll see you post a lot, so they'll follow. Then it builds more and more from there.
I'll make the music on my computer, but I love to play pieces too, which is why I want good quality sound from the piano itself.
Not looking to blow all of my dough though, but I'll research that series you mentioned just out of curiosity.
Thanks a lot, I can't wait to beg on /agdg/ for someone to use my music :^)
It'll take a while for it to be supported within the majority of the market, but my machine should support it day 1
It'll give graphics programmers more exposure to the hardware, which will make fancier rendering techniques and linking rendering with compute more viable
I'm excited for it because I will no longer need to rely on a device supporting OpenGL 4.3+ or cl_khr_gl_sharing, which is still a bitch since you have to manage two separate contexts and mix APIs to get it working
OpenGL is also a project that was heavily influenced by NVIDIA, so it's gross and unhealthy for my wife to be using
Which one /agdg/?
BCS with Specialization in Game Development
BCS with Specialization in Software Development?
Is taking courses for Game Development really that bad or is it just a meme?
I had no idea about VSTs. Are they basically the samples?
I'll look them up and try them on Logic Pro. Any others you'd recommend for any variety of purposes?
Either way I'll add them to my list of shit to research and
Game Development is a subset of sofware development.
The only actually complicated part of games that isn't covered by a general software degree and isn't just "google this algorithm" is realtime 3D graphics.
BCS in Computer Science
Software Development is a fucking joke and would only teach you how to be a codemonkey
Game Development is even more worthless as you wouldn't even be able to get a codemonkey job with it
Anyone 3d got any tips on how to make really cheap flowers look good from the sides?
I honestly can't explain breeding season. I have tried to come up with something, but I can't.
Did they shill on pornhub or something? Where did those 9k willing to throw money at them every month for nothing in exchange came from?
No other porn developer comes even close to those numbers.
Shwig is an artist for it and he already had a following before BS.
It also panders to furries.
I think it was also one of the early patreon H games before everyone else jumped on the train.
I like it, but it made me start thinking about Mega Man Battle Network immediately. Almost a bit too much. Might want to change up the color pallets a bit. Besides that it looks cool!
VSTs can be split into VSTs and VSTis
VSTs are effects
VSTis are synths and samplers (more or less)
Not knowing what style you plan to make, and not knowing what comes with daws outside my own (ableton), Your daw will come with lots of stuff either way, just start with that (other than addictive keys, daws usually dont come with piano samples that arent shit, also addictive drums if you need realistic drums)
fuck these people, game dev sounds fun as hell, id do it if my uni had specilizations for our compsci program
>also canada, my negro
I already have a job lined up, and I didn't even have to apply for it
They fucking emailed me because they knew I would be graduating this semester
>It is our understanding that you are nearing the completion of your degree and we wanted to inquiry as to whether or not you might be interested in starting your career with [REDACTED].
It's a cushy contractor job with health and dental too
Reminder to grab a Casio keyboard for music deving. Homestarrunner did it
Thats just WIP textures with far too high of a reflection value in UE4. Soon as I make things look decent, there won't be any lens flare.
I dont remember ever adding chromatic aberration. Certainly never intended to.
>People who ask for coding help without posting their fucking code
is dat sum classic trek
>still adjusting the base mesh
>wants to know all the next steps
>see how textures are done
fucking hell mate, that's some hard work you gotta do if your model isn't that simple
Some schools are complete trash, sure
It's always a possibility when searching for potential employees that they're fucking retarded regardless of what the degree they hold says
honestly i dont know how anyone who actually did a cs degree and interacted with the other people could not realize that the cs grad meme isnt true
I get that any degree will have tons of people who arent actually into it but like, programming is learned by programming, not by reading
>Let's discuss this topic
>Many graduates fail even the most basic task
>But they are just retards! They don't count!
>Also CS is still better than the others!
I have no clue what other fucking metric you want to use.
The metric is, all things being equal, you are better served doing CS than a subset of it. The fact that most CS graduates are failures is not relevant when looking at fields of study on a personal basis.
It all makes sense now.
You're better off getting a BS in CS and then specializing software development as a master's degree or pursuing software development personally in addition to your CS studies.
Last semester of Software Engineering here
So far it's more like jack-of-all-trades-of-a-software-business
So it includes stuff like economy, ethics, project management, even sociology... But yeah, there's also a bit of everything related to programming, that's for sure.
Wish there was less Java and Matlab though
In CS the most useful stuff for me was discrete math, math involved with performance stuff, in depth stuff about data structures.
If I wasn't a retard at math I'm sure some of the higher level stuff would have been useful too.
Nothing you can't study on your own if you're disciplined... but also seems like stuff they'd gloss over / not teach in a gamedev school.
Took me 25 minutes, but I finally made my television work (kind of)
gotta change sprite sizes and put a method to the pattern.
Off -> random -> Off -> Random
My experience with software engineering is as follows:
A fuckton of basic sciences (various physics, linear algebra, calculus, statistics, etc). Some ended up being useful but they were a fucking pain.
A fuckton of programming, group projects all around. Emphasis on good design.
Some other bunch of classes about concurrency, networking, etc.
Some basic stuff about electronics. Some basic stuff related to how cpus work (a simple cpu design, the parts, how a pipeline works, coding assembler, etc)
Management classes. Basically "how to be the boss and have your project not fail astronomically, requirements, etc".
Some very few generic classes (professional law / companies / etc).
Oh right, and I took a game development elective course, but it was a fucking joke. There were some neat things here and there in the textbook but it mostly was just us making a game on our own.
Are you suggesting that all of programming and computer science is software development? You're a fucking idiot. Here, I drew you a little picture since obviously you must be a visual learner.
jelly unintentionally hurts himself when it shoots out bolts, but it looks pretty cool
Nor was I. Highschool doesn't teach that shit.
I already had experience making my own games, and the course's requirement was like "just make whatever". A bit more interesting for my classmates who were coming at it never making any sort of engine on their own, I guess.
>Things you can't do with software development
>Lists things that are software development stuff + electrical engineering (protip you can't actually do electrical engineering with CS, at best you know a bit of it)
Are you retarded?
Is there any way to work with XNA/Monogame/FNA without installing shit? Cause i don´t have admin acess on some computers that i work and i would not have any way to install the tools needed
Not that guy, but I realized SE was terrible idea when with my basic OOP knowledge at the beginning of my bachelor, the company where I interned said that I was basically good enough for a junior programmer job but I couldn't get the job yet because I didn't have a diploma
I could've saved at least 2 years if I'd gotten a simpler programming diploma just to get an internship, nail it then get a real job right away
Why are you guys even arguing, in most cases you can start as a software engi and then move on to a doctorate in computer science after 3-4 years.
Computer science is for math nerds that want to chase microsecond optimizations in sorting functions
Software development is for people that want to make things people with interact with
>tfw you spend all day making a shitty boomerang
I was actually pretty famous back then in my class for being the only one who has actually made a game.
When I told them about it, they were shocked and interviewed me as if I'm some kind of celebrity then everyone went and downloaded it on the play store.
It was the best day of my life. The girls in my class literally wanted to suck my dick.
so I have a bunch of characters who I want to write a bunch of individual scripted lines they say during battle (like unique variations of 'I'm attacking' or 'I'm hurt' and such). My first instinct is to to dump everyone into a text file then write a parser so I can pull stuff from the text file and put it into the game. But I don't know why I think this since it seems just as valid of not more so to just write that stuff directly into special classes for each party member rather than have one generic 'party member' class that takes the text file and turns it into each individual party member.
What's the better way to go about doing this?
Anyone else doing the current UE4 Game Jam?
It's been a gruelling 2.5 days.
Yeah, but I've learned a lot. Before going to college I had attempted to learn C++ on my own and failed astronomically. Sure I could code a text adventures, but I was a total shit coder.
Even shit you think you'll never use like Complex Calculus appears occasionally in, say discrete transforms.
WHY IN THE FUCK IS THIS FUCKING THING REVOLVING AROUND THE LOWER RIGHT CORNER OF MY SPRITE AND NOT THE FUCKING CENTER REEEEEEE ITS NOT BASED ON THE PHYSICS COLLISION SHAPE
Damnit, gamemaker, where am I going wrong?
Should've offered help, anon. I helped a girl classmate once because she was having trouble with the assignment our programming prof gave us, and the payment was literally a blowjob.
She used me, yeah, but it was a fucking legit 3D blowjob.
>software devs don't use algorithms
>you need a cs degree to use algorithms
>He listens to lossy .mp3
Once you go .flac you never go back
Anon, t-this is exactly what i wanted.
Heya AGDG, it's been a while. Was bad sick for a while, but I'm a bit better now and can now attempt dev again.
>implying anyone remembers me
Would anyone happen to have references on implementing slopes? I've been trying to get them to play nice with my current collision code and it's proving to be an exercise in futility.