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/agdg/ - Amateur Game Development General

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Thread replies: 773
Thread images: 140

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Comfy is a state of being edition

> Next Jam: Comfy Jam
itch.io/jam/agdg-comfy-jam

> Play Demo Day 12!
itch.io/jam/agdg-demo-day-12

> Helpful links
Website: tools.aggydaggy.com
New Threads: >>>/vg/agdg
Archive: boards.fireden.net/vg/search/subject/agdg
AGDG Logo: pastebin.com/iafqz627

> Previous Thread
>>166772134

> Previous Demo Days
pastebin.com/KUSDs9vt

> Previous Jams
pastebin.com/8DFkkce3
> Engines
Construct 2: scirra.com/construct2
GameMaker: yoyogames.com/gamemaker
Godot: godotengine.org
L�VE: love2d.org
UE4: unrealengine.com
Unity: unity3d.com

> Models/art/textures/sprites
opengameart.org
blender-models.com
mayang.com/textures

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
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>>
Next demo day when
>>
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None of my assets are working with lighting in Unity properly. Every guide I'm using just says you need to set the object to static, but it doesn't work for my models. It only wants to work with Unity's default objects. Is there some crucial step that I'm missing?
>>
>>166819658
Do they have UV maps?
>>
So how fruitless is it truly to try and one man a MMO?
>>
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>>166819436
>>
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--->>>POSTING PROGRESS<<<----
FUCK ANIME THREAD

A bunch of useless shit.
>Dust juice for player
>Level key can be picked up by enemies, must be killed to get key back
>Secret rooms now stay uncovered once found

Gonna start separating level generation from player stats to enable actual level progression (something I should've done from the start).
>>
>>166819689
Yes, just plain placeholder textures though. Not sure if there's a bunch of other things I need. None of the guides touch that part.
>>
>>166819728
I'd say over 80,000 fruitless units
>>
>>166819746
>FUCK ANIME THREAD
Dropped. >>>/r/eddit is more to your speed.
>>
Does cloth in Unity need thickness?
>>
What is the most used graphics/game library/SDK for android game development?
What is the most used graphics/game library/SDK for iphone game development?
Is there a library/language that supports both? The only thing i can think of is C++/SDL.
Is it better to develop your game on android first and than port it over?
>>
>>166819631
Quality bait, saved. Thanks m8.
>>
>>166819746
i like you
>>
>>166819658
is your shader lit?
>>
>>166819732
>>166819436
Thank you, sometimes I forget that
>>
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DD13: https://itch.io/jam/agdg-demo-day-13

>>166819601
>>
>>166819732
that's advice for children, not for adults
>>
>>166820180
thanks. This should really be in the OP, by now.
>>
>>166820152
Shader is just standard.
>>
Trying to create a game entirely by yourself is difficult. I can code just fine, but having to teach myself how to draw and make a decent story and compose music is stressful. Does anyone have advice for this kind of thing?
>>
>>166820237
Post a screenshot of your scene etc
>>
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I've been debating whether the train should be physics based, or have 'perfect' motion travelling along a spline/equivalent.

I'm leaning towards the latter, I don't trust game physics to reliably follow a track, and it bugging out would be pretty uncomfy.

Am I wrong? I can still fake acceleration on slopes and whatever.
>>
When I import a Blender model into Unity, some of the faces don't appear. I've recalculated normals but it keeps happening.
>>
>>166820369
1. unity reads blend files directly
2. turn on backface culling in blender, sometimes recalculate fails, probably because of shitty topology or duplicate verts somewhere
>>
>>166820263
>Does anyone have advice for this kind of thing?
Story/plot when youre in bed
art when youre stuck on a programming problem.
Final art can be last and iterating placeholders is dumb.
and music can be a level by level basis.
as long as youre making consistent progress, youre fine
>>
>>166820346
you don't even have a train
>>
>>166820573
It's a toy train set, use your imagination
>>
>>166820346
How about using physics but locking it to the axis the train is currently moving along?
>>
>>166820346

is there any reason you'd need physics in the game ?

if not then why add a mechanic to your game that's only going to make it more expensive resource wise ?
>>
How do people find people who would want to work with them on a project? Is there some sort of environment I'm unaware of where people get together to make games?
>>
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>>166820573
Bet you feel pretty silly now.

>>166820674
Yeah I could do a mix of the two, where it'll follow a spline but still wobble and bounce a bit.

>>166820781
Fair point.
People might like the train to be able to fly off the track, meme physics and all that, but I guess that goes against the overall theme.
>>
>>166821338
you could fake the wobble just as easily

theres really no reason for full physics here
>>
>>166821338
#REKT
#SAVAGE
#BRUTAL
#BTFO
>>
>>166820925
I find people in AGDG
>>
>>166821338

the downside to not using physics is that you'll have to code some behaviours by yourself, such as acceleration, deceleration, that kind of thing but it'll be worth it.
>>
>>166821338
HOW WILL HE RECOVER
>>
How export bone scaling animation from blender?
How is bone formed?
>>
Why does going back to sleep feel so much better than working on my game?
>>
>>166820925
People to work with you in a project? At paid jobs.

My projects are my own and I 1MA them. I already do enough teamwork to pay for my living expenses.
>>
>>166821972
make a game about sleeping
>>
>>166821972
why is neil young so serious about maids
>>
>>166822287
nice Charlotte clone
>>
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>>166820346

that's a nice track builder you got there btw
>>
>>166820234
If you change anything in the OP autists start flailing their arms.
>>
>>166819879
Anybody who actually did some mobile game development point me in the right direction?
If you're given a large sum of cash to make a mobile game. Where do you start?
>>
>>166822441
literally no-one starts flailing their arms at swapping out demodays and arm flailing at changing jams is rare
>>
>>166822474
unity is great for mobile dev
>>
>>166822474
iphone will make you more and the piracy of rooted vs jailbroken is much higher
>>
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>>166821338
>>
>>166822627
I'm not scared of actual programming though. Even if it requires raw EGL.
Wouldn't it make most sense to develop the android game in java using android SDK?
And for iphone, using objective-c or swift using xcode?
My question is, what do most gamedevs use?

>>166822669
In the end it has to work on both iphone and android so it doesn't really matter which comes first.
>>
>>166822885
>>
>>166819746
>look at me I'm saying fuck anime when my game clearly is full of japanese/anime influence.
>>
>>166822885
It's on my to-do list
>>
Made the attacks shorter in general
>>
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Webm didn't get added, weird.

Anyway, added some more stuff, continued to up the juice, and made the attacks shorter so it changes up more often.
>>
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I'm trying to design a magma insect kinda thing, but I'm at a loss as to what to do with the head and legs. Any suggestions?
>>
>>166823003
pretty sure unity is the most popular by far. ubisoft uses it for mobile dev, nintendo does, blizzard does, popcap used it for pvz heroes etc
basically every good mobile game has been made in unity. unity makes testing really easy and you can easily build for every platform, including pc and consoles.
>>
>>166823059
literally what
>>
>>166823059
??????? I don't really see any
>>
>>166819728
>>166819781

I'm serious about this question BTW. I want to know before investing time and money into the project
>>
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>>166819414
I finally fixed the sitting down bug, now to make my beautiful daughteru some clothes <3
>>
>>166823059
The only reason a person would post that on 4chan of all places is as a cry for attention, which you are giving him so it worked.
>>
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>>166824172
for context this was the bug before the fix :)
https://youtu.be/OvmcWFIDRp4
>>
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>>166824172
>>
>>166824172
>>166824298
STOP WITH THE GAY EMOJI FAGGOT
>>
>>166824151
It's really fucking fruitless.

1. You cannot make enough content alone.
2. Dealing with the net bull and server shit will melt you.
3. MMOs are on the way out.

Make a design doc of the idea and then file it away in case you ever become zillionaire.
>>
>>166824463

I'll take your word for it. Its disheartening but I'm enough of a realist to accept the reality.

Instead, what sort of game should solo developers try to make? Point and click games? Simple shooters? What?
>>
>>166824463
>MMOs are on the way out.
In what universe
>>
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>>166824253
stop shitposting and post P R O G R E S S

>Revamped level generation to allow for SECRET LEVELS
>>Really just a closed - off section in the room and the "stairs" teleport you there. Not what I had originally in mind but (mostly) works just fine.
>>
>>166824426
emojis are qt :)
>>
>>166824590
anything that doesn't require a massive playerbase, complex new programming, lots of content, or prohibitive server costs
>>
>>166824590
You're acting like there is no middle ground and by not making an MMO, you're making pong.

You can make complex video games as a solo developer, just not one with hundreds of hours of hand made content designed to handle thousands of players.
>>
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Did some odd staircasing.
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>>166822885
>>
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>>166823519
Please excuse my laziness and not using a tablet
>>
>>166824926
Nice antichamber clone.
>>
>>166824926
Pretty cool

What happens if I dig through it though
>>
>>166824670
>>166824797

Alright, thanks for the heads up.

I was just feeling really nostalgic towards City of Heroes the last few days so I was thinking about making an MMO and shit. The new Resident Evil is pretty cool, maybe I'll use that for inspiration. Time to make game.
>>
>>166825297
Indie first person horror games are pretty common, I hope you have some plans to make it special
>>
>>166825468

Giving the player a gun and actual gameplay beyond random jumpscare simulator x100 or run and hide amnesia clone is already pretty original.
>>
>>166824649
unlike you >:^)
>>
>>166825276
Made sure you can't in this case - would probably have the current state no longer modifiable otherwise, leaving only one of the paths open.
>>
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>>166825562
pls take that back
i am a delight <3
>>
How do I make engine
>>
>>166825665
http://gameenginebook.com/
Will give you a good starting point to then do your own research into how exactly you want to implement things (or if you maybe just want to use libraries).
>>
>>166824649
>>166824426
https://www.theguardian.com/technology/2015/feb/06/difference-between-emoji-and-emoticons-explained
>>
>>166825662
You are a blight ;-)
>>
>>166825272
That looks awesome! I'm gonna try my best to emulate that. Thank you!
>>
>>166825780
That just ain't right
>>
>>166825868
nigga u tight
>>
>>166825926
I'm gonna start a fight
>>
>>166825780
well that made me sad, im going to make a hot chocolate with extra mellows, hopefully this will heal the wound :)
>>
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Does this look too mega man like?
>>
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Learning to draw happy little clouds. One day I will be able to draw them too.
>>
>>166826138
Metroid Prime more than mega man
>>
>>166824926
You should try some different transitions for changing floors. Maybe opacity + zoom (like perspective) into current view?
>>
>>166820346
BRIO could sue you for this, they hold patent for that track design.
>>
>>166825762
Ty m8 for the material. I want to make the libraries, to experiment with some shit

What if games were asynchronous and multithreaded
What if there were two threads, one for input and one for audiovisual output
First polls input and modifies game state
Second polls game state and renders audio & video frames
What if there was software transactional memory

People have made virtual machines like this, maybe it's crazy enough to work
>>
>>166819294
Rotate never asked for feedback or listened to people he just posted progress once a month and samefagged himself with 20 replies of "wow rotate you are the best programmer here you're going to be rich!"

There is definitely a resemblance between rotate and boku when it comes to sucking that discord dick though.
>>
>>166826432
i wouldnt say no to rotate sucking my dick
>>
>>166826357
It's not meant to technically be a different floor. I've considered doing it that way, but the solution is not worth the effort for the effect it would give. The actual floors change with a fade in/out.
>>
>>166826432
Were you here yesterday? They bullied him out of using trees because they came from an asset package so now he's using some horrible self made trees that look like marshmallows glued together. I don't feel sorry for people who let nodevs in chat push them around. They care more about their popularity than they do about their game.
>>
How do you guys map in Unity 3D?
I'm so used to how Unreal and Source does shit, should I just make individual models for every bit of architecture or what?

>inb4 go back to UDK
I'm planning on making at least one game with every game engine to help improve myself
>>
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>kind of a slow dev
>doing stuff all the time and posting progress now and then
>someone new shows up
>they're doing something very similar to me with very similar elements
>they're faster than me and have better gameplay and presentation
>even though I've been devving at a slower pace yet before them, once I add the planned features they already implemented i'm gonna look like a hack
>>
If you want your game to succeed, don't join the discord.

Bokdev did this and now his game is going down hill.
>>
>>166826868
>They care more about their popularity than they do about their game.
Popularity with a handful of nobodies in a chat room > popularity with hundreds of thousands of potential players
Gotta get those priorities straight if you want to be a agdg superstar
>>
>>166826936
agdg will bitch about literally anything, but I don't think I've ever seen it bitch /consistently/ because two games had similar mechanics
>>
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>>166826984
but

there's lots of other people doing just fine
>>
>>166826984
plenty of people have "made it" in discord now
>>
>>166827191
>survivor bias
Everytime.
Discord is shit. Chat is for cucks.
>>
>>166827191
Who? I want to know which games to not buy ever.
>>
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>>166826138
>arm cannon
overrated

make metal legs instead
>>
>>166826984
>his game is going down hill
define what you mean by downhill? It looks more done than any game here from what I see.
>>
>>166826868
You're right, that's entirely unlike this thread that bullies people into things that make their game worse :^)
>>
>>166825297
make cat city online
>>
>>166826936
shit like this has been following me whole life

you practice, learn, work like madman. then there comes your colleague/buddy/whatever who can do awesome things in 2 days ezpz whereas you sweat your balls off

>whybother.jpg
>>
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>>166826984
Can confirm.
You can shrug off the shitposters here but the discord is filled with airheaded pessimists that tell others to change trivial shit because they don't like it.
My progress has gone downhill ever since I started using the discord, I don't know why I'm still even there.
>>
>>166825536
the reason amnesia run and hide clones are so popular is because amnesia reminded us that having a gun isn't scary
>>
>>166827156
>>166827191

I call bullshit, who?
>>
guys guys
im making a shmup in c++

youll have 2 different colors to switch between. its been done before but im thinking of some unique patterns and stuff to do with this and also a fun way to implement procedural branching paths and the different colors can come into play with that

for the graphics, should I do CGA colors? im thinking of doing lowres cga color graphics or something.

maybe ega or something would be better because i want lots of juicy particle effects and that'd be hard to do with like 3 colors
>>
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Nodev here, experimenting with stuffing textures with perlin noise.

Low ambition, low energy stuff.
>>
>le discord boogeyman
it's this time of the day
>>
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So this is the power of game dev?
>>
>>166827851
just a small selection of games that made good money by people who lurk in disc
http://store.steampowered.com/app/248820/ - ror
http://store.steampowered.com/app/394970/ -deadbolt
http://store.steampowered.com/app/321830/ - cavern kings
http://store.steampowered.com/app/261180/?snr=1_1050_1051__1050 - lethal league
>>
>>166828204
discord is not agdg
>>
>>166828246
yes it is
>>
>>166826885
i just make everything within blender then hate myself
>>
>>166828204
>http://store.steampowered.com/app/248820/ - ror
>http://store.steampowered.com/app/394970/ -deadbolt
>http://store.steampowered.com/app/321830/ - cavern kings
>http://store.steampowered.com/app/261180/?snr=1_1050_1051__1050 - lethal league

Discord didn't even exist when these games were released, so your point is moot.
>>
>>166824648
teknopants is that you
>>
>>166824926
It's really fucking confusing in it's current state, and I've played a lot of roguelikes
>>
Enginedev or go home.
>>
>>166828409
you asked about people who "made it", you got people who "made it", they're in the discord
your question was answered

also, reminder that world of horror dev lurks the discord without any sign of bullying
>>
>>166827729
It's easy to ignore anons in a thread. Chat is full of namefags who use peer pressure and cucks like boku cave in to it.
>>
>>166828739
>they used p-peer p-pressure
>WAAAHHHH
>>
>>166828782
fuck off nodev
>>
>>166828739
>Chat
Which one?
>>
>>166828813
>t. gets buttblasted in chat

I've done more dev in the last week than you have in your entire life
>>
>>166828054
Yeah I bet it's all the same poster too. I bet it's all your boogeyman.

Fagtard.

>>166828204
Amazing that a moderator of the chat is not bullied in the chat :^)
>>
>>166828782
t. nodev who pops a boner peer pressuring yesdevs
>>
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>>166827885
Nice, I love shmups. Good luck. What res are you going for?
Horizontal or vertical?
>>
>>166828912
never been to the chat, and it sounds like you should go back
>>
>>166828912
Imagination is fun!
>>
>>166829194
Like you imagining doing dev?
>>
>>166829265
Like you imagining your fellow nodevs in chat are your friends, so you make excuses for them?
>>
>>166828632
>plenty of people have "made it" in discord now

then this sentence is poorly worded, because you're implying that people who hang on discord has made it thanks to the chat which is the point I was making that they do not.

People who get their feedback from discord will eventually fail because of the cancer there.
>>
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Lightning effect improved
>>
>>166829119
vertical hallway-style shmup with segments where you pick a direction by changing your color (so i can reuse the controls) before you smash into the wall and explode

also gonna have secret branches that pop up at the last second and shops to spend plasmashit in
>>
>>166829459
what engine
looks fucking cash
>>
>>166829459
undertale in space?
>>
>>166829590
My own custom engine, using SDL1 from Python
>>
>being a pathetic member of the proletariat

HAHAHA IT'S LIKE YOU DON'T EVEN WANT TO BE A CAPITALIST
>>
>>166829626
Beware, the future ruling class is the proletariat. Chose your side wisely anon.
>>
>>166829459
I really hope you make those hitboxes explicitly clear
>>
>>166829381
>then this sentence is poorly worded, because you're implying that people who hang on discord has made it thanks to the chat which is the point I was making that they do not.
i'm not the one who originally posted that sentence, but there is nothing incorrect about it
no-one "made it" because of discord or because of 4chan thread critique, they "made it" thanks to their own skill and persistence
>People who get their feedback from discord will eventually fail because of the cancer there.
that's a very bold assumption
i can't blame you though, there is a lot of baseless negativity towards the discord like everywhere else on 4chan since salty chatfags sometimes come to the boards with out-of-context screencaps when they're angry, not to mention massive amount of samefaggotry is extremely easy to commit in order to make it look like there's a hivemind behind it
the truth is that discord is about on the level of thread when it comes to cancer, though most of the memes are contained in their respective channels when they don't leak
faggots will be faggots on the boards and on the chat alike
>>
@166829626
fuck off commie
>>
>>166829702
seem pretty clear to me. never played a shmup before?
>>
The problem with chat is they're afraid to argue with eachother over feedback and the mods there are extremely sensitive snowflakes. If someone tells boku to do something stupid nobody in the chat speaks up because they're all cucks who don't want to risk their imaginary online friendship with eachother and not wanting to upset the mods.

Also known as circle jerking.
>>
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>>166829459
>this boss fight
>not a bullet hell
>>
>>166829860
It's always like that though. Same with the steam group a while back.
It always devolves into circle jerks.
>>
>>166828435
just a copycat :^)
>>
>>166828565
I'll see what I can do.
>>
>>166829590
Game Maker Studio

>>166829617
Nah its a roguelite

>>166829702
If you're worried about "unfair" damage I tend to lean towards hitboxes being smaller than the visuals to avoid that
>>
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Alright agdg which dialogue box is better.
>>
>>166830181
Left

Would be even better if it were flat i.e. not projected along the wall
>>
>>166830181
Left. Make the point a bit pointier.
>>
>>166830181
>pure colors
absolutely trash
both are bad
>>
>>166829985
>There are bullets on screen

Must be a bullet hell, guys
>>
>>166830181
make it normal
>>
>>166830357
>carpetbombing the player with bullets half a screen at a time
>leaving a safe space of a few pixels between full screens of bullets
>interlocked spiral bullet patterns that require you to move very slightly at the very bottom of the screen
>not a bullet hell

yeah okay buddy
>>
>>166830607
bullet hell babies will never understand
>>
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I fucked up and I have no idea why or how
>>
>>166819746
I like the gameplay and flow of your game, but got a feeling those tight spaces are going to be extremely frustrating for a skill based game
>>
>>166830906
nice ramiel
>>
>>166823514
I didn't like the red tint overlay when he charges the electric/lazer attacks, it feels like you took damage
>>
>>166830269
>>166830375
don't listen to these guys, keep it unique
>>
>>166831149
Noted, thanks. It's pretty easy to change the level generation to have wider corridors for example, so I can make the levels more open at will.
>>
>>166831769
Unique isn't always better, anon
>>
>>166831194
thanks, it was a lot of trouble to create such an intricate shape
I'd really like it if you could see the face you're looking at and not the ones behind though. Time to check and uncheck boxes in hopes that it'll work.

>>166831769
unique doesn't necessarily mean good, having the text slanted makes it harder to read
>>
danny won't join discord because he'd get banned
he can evade bans here, thats why he likes it so much here

he doesnt want everyone to leave because then hed be replying to his own posts 20 times in an empty thread without anyone to point out how literally insane he is..
>>
>>166831941
kys
>>
>>166830607
"a few pixels"

>keks softly
>>
>>166832305
>>166830796
you can stop now monolithdev, you're embarassing yourself
>>
>>166831941
>this shit again
Nobody cares about your boogeyman. Nobody cares about your chat.
Please kill yourself as suggested by >>166832039
>>
>>166831550
Yeah I actually have been having a bit of that problem, I might have to change it.
>>
>>166831941
You are why nobody likes the discord.
>>
>>166831941
Hey rotate remember when you used like 50 proxies to keep joining the discord and kept getting banned? Isn't that proof that ban dodging is possible on the thread and chat it makes no difference :^) Nobody cares about your obsession with danny you ugly faggot.
>>
really hit a nerve this time didn't i?
interesting how you can't dispute it though
>>
>>166834060
someone linked his tumblr in chat
he really is ugly
>>
>>166833605
Make the enemy core thing flash instead?
>>
>>166834192
Stupid too. He couldn't even put together a 2d platformer.
>>
>>166834316
stupid and ugly? i can't believe dogposter would break up with such a catch :3
>>
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>>166832381
>implying
>>
>>166819414
Hey guys. First time on this board (I usually browse /v/ when it comes to video games), but I need some advice on how to get started creating my own game. I have hundreds (if not over 1,000) pages of just ideas that I would love to turn into video games, but I'm completely clueless when it comes to coding, modeling, etc. As other Anons have been so kind to tell me "Having ideas means nothing. You are worthless. Worthless.". So where do I start? Should I get a team together? Is it easier just to do this alone? How do I even do it? What do I need to know? Should I just give up on it?
>>
What happened to Clarent? Did he abandon his game?
>>
>>166834542
https://www.linkedin.com/pulse/sorry-idea-guy-position-game-industry-david-mullich
aquire actual skills. practice drawing, get into coding, do music, level design, anything.
>>
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working on color overlays for different weapons
>>
>>166834542
step 1 is having an idea you can actually make by yourself or together with whatever limited help you may be able to acquire
>>
>>166834542
when it comes to coding, you gotta understand the basics of programming. unfortunately i don't exactly know what to recommend for study, but you can start learning with a game engine instead of straight up code if all you want is to make a game or a few

start small to improve on skill, maybe try to replicate the simpler games, for example

having a first game being an ambitious one will get you nowhere
>>
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>>166834316
he makes 3d games now!! best dev! check out all this gameplay!
>>
>>166834958
Unity babies BTFO xD
>>
>>166830906
Good news : I did fuck up somewhere
Bad news : I still don't have no clue where
Bonus bad news : lightning craps itself on a test mesh

>>166834542
If you're doing it all alone, be prepared to rip your hair off, and even more so if you have no skills anywhere, I'm "managing" to do stuff because I've got basic artistic skills and "understand" 3D geometry.
Ideas ALONE are worthless. And putting them in practice is much harder than you think.
>>
>>166834958
That looks genuinely awful.
>>
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>>166835224
forgot the pic of said test mesh
it actually looks better when the lightning isn't built
>>
>>166834542
If I were you I would pick your favorite skill and focus on learning that. If you were more of a math/science guy in school, learn programming. If you were more of an art guy, learn to draw or 3d model. Make sure you learn how to animate. Don't learn how to write though, that only puts you slightly above idea guy level. Music is useful but remember that art and programming are the two most important tools so basically pick one of those.
Once you've got a skill down you can find a partner who has the other skill and make a game.

Most people here are working alone, and most of them also give up because games are a shitload of work.
>>
>>166835260
games often resemble their owner
>>
>>166834250
Well it's not actually a charging effect its the screen flashing from the actual lightning strike.
>>
>>166835385
>Music is useful
I think one of the things a lot of people forget is "audio design", or whatever it's called. Not just the music but also the sounds of whatever's in your game.
If you can write the music, but also on top of that, use sound synthesis or record stuff on your own to completely shape the game, you can give a lot more depth to it.
>>
>>166834682
Please answer.
>>
>>166835462
Yeah but I assumed the screen flash from the lightning is to indicate it's a big strong scary attack, to make it more intimidating yeah? Something like the core flashing would still indicate that while retaining visual clarity that you haven't actually taken damage. If not then please disregard me, I'm only posting here to distract myself from the arduous process of trying to learn to code and eventually graduate from being a nodev
>>
is /v/ just a quarantine for mouth-breathing Skinner box addicts?
>>
>>166835939
Nah it's just to make the lightning look cooler
>>
>>166835957
Butthurt that they didn't like your ideas?
>>
>>166835957
that's /agdg/
>>
>>166835957
I don't know. /v/ is sometimes even more cancer than /b/ or /s4s/. It sometimes resembles a soft core porn board.
>>
>>166836110
Fair enough. Visual clarity issues aside though your game looks great anon, keep up the good work.
>>
>>166836150
That doesn't even make sense.
>>
>>166835383
show me the UV, I think you fucked up here.
>>
>>166835383
don't you hate how nice curved surfaces require so many polygons?
>>
>>166834958
I for one am glad he finally gave up on pretending to be a game dev. These "progress posts" were getting really tiresome.
>>
Does anyone know that sprite material painting program that let you do it directly onto the .obj files in a 3d environment?

There was that racing game here being made with it and it was open source but I can't find it for the life of me.
>>
hey, all i know how to do is make music. i've tried to learn programming and art but just can't really focus and end up drifting back to music. but i'd still love to be involved in the creation of a video game in some form.

lately i got to contribute music to someone's game and it was really cool. it felt good to be part of something like that.

i do lo-fi ambient and electronic music. like, with a sampler and some old 90s synth keyboards, with cassette tapes for fuzz and texture. anybody looking for something like that for their game?
>>
>>166836685
Most probably, on the diamond-shaped thing, UE4 kept crashing if I imported the texture and material and on the ducc I barely bothered with it

>>166836871
Isn't there some shading tricks to deal with that anyway ?
>>
>>166837417
>hey i do thing
>would you trust me on my word alone
"no"
>>
>>166819631
$0.03 has been deposited into your Autodesk account.
>>
>>166837417
Friendly reminder to post prior work when asking for collab buds
>>
>>166837417
post examples
>>
>>166824648
>posting progress several times per thread
At this rate I wonder how hard the burnout will hit.
>>
>>166837417
The problem is, that even though I admire video game musicians and I even buy OSTs when I can, I also see that they are not that easy to hire. I mean, how do you give them work? Like now I'm working on this game, and I know that in the end I might need 2-3 scores for it, but I don't know how I should keep a musicbro "entertained" throughout the whole development process. With that said, I would feel like I'm just screwing you over because you would be ready in 1-2 weeks at best, while the rest of the game is nowhere to be finished.

Even at an AAA company it puzzles me. Like Blizzard. A new IP only comes out every 2-3 years at best. Do a complete soundtrack really requires that much time to complete? Aren't they bored out of their minds or do they have other jobs as well?
>>
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Decided to ditch doing 2D backgrounds for this section entirely and just do it in this 3D style. Still working on how to make it look good.
>>
>>166837959
post the source for this, can't remember the original company, UE?
>>
>>166838278
> does a complete soundtrack really require that much time to complete?
if you're asking this the answer is always "yes, and probably ten times what you're picturing in your head"

nothing good is ever quick
>>
>>166838081
>>166838089
my bad.

stuff with drums:
https://djrozwell.bandcamp.com/track/rough-2-feat-bbpirate-2
https://djrozwell.bandcamp.com/track/none-of-this-is-real-51
https://djrozwell.bandcamp.com/track/none-of-this-is-real-102

ambient stuff:
https://djrozwell.bandcamp.com/track/desert-pepper
https://djrozwell.bandcamp.com/track/none-of-this-is-real-94

>>166838278
well, from what i know of how the whole process works, isn't music one of the last things that ends up going into a game? so that the musician has a complete idea of what will fit gameplay flow and graphic style and whatnot.
>>
>>166819728
I'd say it's chock full of fruit and that fruit is bananas
>>
>>166838278
The music for my game currently takes about 1 week per minute.

My musicbro waits for me to gather example tracks of what I want, sends me WiPs, asks for feedback, presumably must wait until I respond, works on it some more.

Things take time.
>>
>>166821875
you can key scaling
>>
>>166824151
You'll never be able to create enough content.
>>
>>166838278
Musicians are often working with multiple projects at any given time. Don't worry about entertaining them - you're not in an exclusive relationship unless you're paying lots extra.

Each track can take anywhere from a few days to a month to make. Expect that. If you need it shorter than that all you're going to get from the musician is a melody or like two instruments. Through the process, if you're working with a professional musician, you'll be getting sent samples and asked questions about the direction of the track - unless you're just fine with whatever they put out.

You need music even faster than that? You need to hire someone like Hans Zimmer who can just rip a new track from thin air in insanely short periods of time.

Good music takes time. Bad music is easy and quick.
>>
>>166838494
Microsoft
>>
>>166838884
>>166838721
>>166838519
>>166838643
Do artist ever make up music in advance , like the basic motifs of melody, nothing fancy? Just to be ready for the actual job and to not have to start from nothing
>>
>>166839238
With the way chord progression and music theory works, you don't really need to.
>>
>>166839238
Not really - but part of the process of making music often leaves a lot of quick tracks and such that were discarded. Those can be revisited later if the musician wants.

If you want tracks that a musician's already made, you can always ask if you can buy the non-exclusive (important) rights to a few of them.
>>
What do you all think of /r/gamedev?

If you feel the need to say >le reddit, then just don't reply
>>
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Guys, is Blender and Unity a smooth solution for 3D game making? I'm obviously using Unity for the most part, but for I'm not sure to what extent I should use Blender to produce stuff.

I already have modelling and animation experience with 3DS Max, and I'm learning the basics of Unity atm. My current "test game" or prototype if you will is a simple 3rd person platformer. Something to create a nice "sandbox engine" in which to experiment an learn how to work different elements of Unity, especially coding.

I'm wondering though, should I do all my modelling, texturing and animation in Blender, or is Unity good for some of those things and I can focus on character and object modelling/texturing only in Blender? To what extent do you guys use Unity, of those who use it?

pic semi-related, concept sketch
>>
>>166838870

You could always work smarter and not harder.

Creation of assets, AI, enemy types and so forth takes a lot of effort, as does scripting missions and content as well as MMO specific things like raids, pvp convent and so forth.

BUT

That is why you work smarter and not harder.

Create less themepark/scripted content and create more sandbox elements. Get players invested in the crafting and PVP sides of the game and go all in on that. Use a mixture of procedural and scripted content on missions. Create several difficulty levels for your dungeons/raids/endgame content and make it damn near impossible to complete without perfect items and great teamwork. Place tiny one-time-use-per-character loot boxes or lore snippets in hard to reach places in your world zones, give players a REASON to jump on top of buildings and find alternate areas beyond just following the roads. Throw a hard as fuck random monster in the middle of the newbie zone off in a corner. Watch as players scheme to come back there and finish it off, regardless of what shit loot it creates. Use a very minor amount of scripting to allow players to create 'memento' items with no actual uses or value, but let them create the item with a short name and description using one of the in-game item pictures you already have and let it lose upon the RPers.

Work smarter.
Not harder.
>>
>>166839468
I don't go there, because a) leddit and b) it's just shills shilling shills
>>
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Boo!
tfw this is all the progress I made today
okay, I also sketched some more character ideas, but still.
>>
>>166838643
dis p good
i could see it working with something like teleglitch or satellite reign

>>166839468
i prefer anonymity
>>
>>166839468
not too different from aggydag just a different flavor of shit
>>
>>166839468
I still don't get reddit as a whole, but I should learn it, eventually. Or just go there some time.
>>
>>166839671
dilute this
>>
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>>166839614
I like the artstyle. Very Clock-Tower.

>>166839489
Another sketch.

What better setting for a first game than a robot one? Slices a big chuck off modelling and animation difficulty right there, barely any need for wrapping.
>>
>>166838643
Honestly, you'd be slumming it working with a gamedev considering it looks like you have a fuck huge number of albums out. Most musicbros want to make it big by having their music in a popular game, not by having their popular music appear in a random indie game.
>>
>>166839629
thanks man! teleglitch has a cool soundtrack so that's a pretty big compliment.
>>
>>166834859
I just now realized it's a hand cannon and not a separate weapon.
>>
>>166839671
>not too different from aggydag
Fucking lol
"no"
>>
>>166839945
>clock-tower

Fug, I meant Alone in the Dark.
>>
>>166839468
I don't really care about it anymore, I'm not terribly interested in what other gamedevs are doing and I don't feel like posting my own progress there. Therefore it makes more sense to just shoot the shit in agdg.
>>
>>166826138
>those line breaks in the texture
Dude, what the fuck are you doing?
Just draw a straight line and move the UVs around to fit it - Don't draw the shape of the line directly!
>>
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Making some UI animations. Is this glitchy enough?
>>
It looks like it's time to implement 3d physics.
>>
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>>166840768
needs more randomness
>>
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>>166840930
>Big Rigs Over The Road Racing public beta footage.webm
>>
>>166841158
I don't get it.
>>
>>166840768
I agree with this guy:
>>166841121

But I like how you make the glitchiness sort of "scan" through it from top to bottom.
>>
>>166841297
collision
>>
>>166821338
>meme physics and all that
you can easily implement this modally: like if the train is going too fast around a corner then it becomes derailed and becomes a normal physics object that can rip apart the tracks and whatnot
>>
>>166841414
That's not the word I would use. My physics is just a 2d physics. I have to change it.
>>
>>166841297
I am referring to an infamous, brokenly unfinished and bad game, look it up and you'll understand.
>>
I'm working on a way to convert blender's hair particles into a solid piece of geometry resembling the shape of the styled strands.

converted it to mesh, extruded the vertices a tiny bit, and added a remesh modifier. was getting close to what I wanted but at 12 iterations blender just hangs forever

I wonder if I could shrink wrap a crazy subdivided plane to it. gonna try that after work.

is there already a good method out there for doing this?
>>
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>>166841121
Added some jitter to make it seem more random
>>
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is there a name for this part that isn't loincloth?
>>
>>166841775
hard to say if it works well without the full context of what the whole game is, definitely like it tho
>>
>>166841960
Yes.
>>
>>166841775
looks better already!

what's the UI element? healthbar? when does the anim play?
>>
>>166841960
post face
>>
>>166841960
waistcloth for the whole thing?
>>
>>166842065
The UI element in question is a health bar, though I'll probably add similar effects to other elements if it doesn't get too obnoxious. The animation plays once every few seconds.

>>166842003
It's a sci-fi game, so I think the glitch fits in pretty well
>>
>>166841960
tasset
>>
Is making enemy obj animation in Gamemaker much different than the player object? I mean is the code really different. I'm retard but I'd like to know how to work with enemies animation.
>>
>>166842179
that wwworks but it's a separate part and I'm being too autistic so I'll just go with SkirtFront. thanks anyway!

>>166842345
oh nice ty
>>
>>166842297
i meant full context of how the UI sits within the whole render space
>>
>>166842398
what
>>
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>>166842439
Oh, right. This is the current UI, definitely a work in progress
>>
>>166842398
how exactly does gamemaker differentiate between player obj animation and enemy obj animation?
>>
Bit flags are confusing as fuck and while I'm going to learn them I hope to god I never have to use them.
>>
>>166842661
It doesn't
>>
>>166842398
tl;dr no

Really depends on the game. Usually you have a state variable which will tell teh object which sprite to use and how fast it will animate.
>>
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>>166842676
>Bit flags are confusing as fuck
>>
>>166842676
Why would you need to use them. I doubt a few booleans are what's slowing your game down
>>
>>166842401
What about Tabard?
>>
>>166842793
I started learning coding from absolute scratch 2 days ago, pls no bully.
>>
>>166839957
i'm not really all that popular, trust me. i just make a lot of music.
>>
>>166842401
>>166842345
actually, 'faulds' might be more correct
>>
>>166842894
I've always seen tabard used for a full body thing, more like an apron
>>
>>166843106
remind me not to play scrabble against you!!
>>
Anyone read Texture and Modelling By Ebert, Musgrave, Peachey, Perlin? Is it good?

I kinda want to dive into noise and make everything from scratch for some reason
>>
>>166843898
That doesn't sound like a game
>>
>>166844228
Plan here is to mess with noise/procgen and wait for an idea to pop in my head
>>
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I hate HATE putting together npc text box systems, guis, and inventories. Its fucking boring and always complicated. Finished text boxes but now I have to implement question text boxes. Wish my game didn't hinge on so much npc interaction.
>>
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Thinking of having the player play as a mannequin that you deck out in sweet equipment and gear. Current player is on the right. Dumb idea or is it ok?
>>
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>>166820180
>>
>>166844378
Literally just did that in game maker. Also a basic quest system. It's pretty nice when it's done though.
>>
>>166824172
>>166824298
Real talk, are you trying to make yourself into a meme?
>>
>>166844378
I'm doing dialogue too. Unity doesn't give you a lot of options with the text generation so I'm basically stuck doing it all from scratch.
>>
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Where can I post my progress and make it visible?
>>
>>166844532
My first impression is that I'd rather play the squaredude.
>>
>>166845054
twitter #screenshotsaturday #indiedev #gamedev
>>
Anyone need an artist?
>>
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>>166842746
let's say I would have to animate this sprite, (It's just a standard base pose, but let's say I want it to attack in specific kind of pattern with huge hitbox because the sword is long.
>>
>>166844682
I'm also in game maker.
Wish there was an easy way to pause an object's step event until the box closes. Right now I'm having boxes get added to a queue and the game automatically runs through the queue of text boxes in order until all are gone.
>>
my game is better than yours
>>
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>>166845261
>>
>>166844532
I like the idea, since it also fits with the paper world etc
>>
>>166839489
You have to do modeling and texturing in Blender, Animation is up to you as long as your character right is generic.
>>
>>166845360
is your game an indie shit pixelated platformer or a 3d game made out of any variation of low poly or cubes?
>>
>>166845539
*rig
>>
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wip dialog menu
>>
>>166845316
I make every NPC own their own text boxes through their parent (obj_npc_base) and control the proceed/cancel the boxes with their own scripts.
>>
>>166845539
So Unity allows for rigging, keyframe animating, setting up inverse kinematics and all that? Most tutorials I've seen on the subject just use free packages from the asset store.
>>
>>166840768
Not if it keeps doing that so regularly. A glitch should be a bit more unpredictable.
>>
>>166845772
>hold to interact
in le trash it goes
>>
>>166845702
art is irrelevant to the quality of a game
>>
I will never, ever play your game
>>
>>166846036
Yes you will
>>
>>166846036

Joke's on you, I will never finish my game.
>>
>>166845969
oh i forgot about that, i've been meaning to remove it for a while but i'm just so used to it. left over from when this was a parody game
>>
>>166846036
>implying I'll let you
>>
>>166845995
Art is the game.
>>
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>>166845995
>gameplay is all that matters meme
>>
>>166819414
>3 days until start
>0 ideas
please help me ideaguys
>>
>>166845261
Actually started looking a couple days ago, what kind of art do you do?
>>
>>166842676
>>166842904
It's very easy once you know binary, try to learn that separately first. This video might also help you grasp the concepts behind bit flags: https://www.youtube.com/watch?v=lUzQtTLCglk
>>
>>166846212
A game is not a game without gameplay
>>
>>166846216
>gameplay is all that matters if its good enough
>story is all that matters if its good enough
>the shit part of the game gets ignored

ftfy
>>
>>166845887
You have to model, rig and texture a character in blender, but if your character rig is a generic humanoid you can use Unity Mecanim&IK to do stuff like aiming or even walking right inside Unity. Animation packs like
https://www.assetstore.unity3d.com/en/#!/content/26876
work like that. I have no idea how to do it, I just know it's possible.
>>
>>166846227
Many different kinds. Historically, mostly traditional media, but I have been branching into digital art in the past year. Would love a project to work on, what's your game?
>>
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Iv fixed my dialogue box and iv added the ability to kill naggy dag if he offends you too much
>>
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>>166846415
Ah, thanks! Just what I wanted to know.

I wanted to avoid sitting down and spending hours on perfecting animations by hand in Blender, only to realize there is a much better, faster way to do it in Unity.

Have another concept sketch.
>>
Working on the lua integration with my game.
>>
>>166846304
Gameplay is a vehicle for the art.
>>
cozy in bed, watching netflix with my game :)
>>
Does anyone happen to know why if I play a sound effect in GM:S it seems to soft mute the music just a bit until the sound is over? I don't want any sound, music or otherwise, to take priority over another unless I am the one modifying it's volume.
>>
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>>166846459
>Iv fixed my dialogue box
>>
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This is pretty fun, but I wonder if the effect will get old fast
>>
Remember to relax and have fun! Don't let it be "all business" between you and your game. Plan a date night, no progress, just spending time together
>>
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I've not programmed games in a long time.

Is this a good way to do motion for say throwing a ball?
>>
>>166847294
Oops, that bottom line shouldn't be there.
>>
>>166846693
I don't wanna curb your enthusiasm but setting up your animations with IK can be a lot of work, most people use it to make their characters aim and/or lean against walls. Also looking at your sketches, they don't look like they would use a generic rig.
>>
>>166847487
more than that, asymetrical creatures need a lot more work for animating instead of just having a cyclic run
>>
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To anyone who remembers this, Ive made progress after almost a year break from my game. Changed the landscape and redesigned this area as well as re-balancing the mechanics so they will all interact with each other better. The dodge ability will be a pickup with limited duration that you will need to traverse gaps or get to otherwise inaccessible areas but also will be needed to counteract momentum from the speed boost flower pickups.

The progression of the mechanics is now better laid out and I can continue to finish the first area that focuses solely on the speed boosts. I had began to get burnt out on level design when I last quit making progress, thankfully most of the base items/mechanics are already finished so level design can be the main focus at the moment.
>>
>>166847294
if it works like you want it to, then yes.
Kinda hard to say just from code.
>>
>>166847717
what are you tools senpai
looks pretty cool
>>
>>166847487
Oh don't get me wrong, the animations won't be entirely IK based, just the legs and arms.

Oh, so the Unity animation bones only come in normal humanoid rigs? No option for tweaking proportions?
>>
>>166846876
>>166847231
Is it a new form of shitposting or are you being serious?
>>
>>166845772
Remove aiming arms movement when in menu, fool.
>>
>>166847487
>>166847687

Sounds like animating in Blender is my best bet then. It's a robot game with several different sizes and types.

Unity lets me implement smooth transitioning and looping though, right?
>>
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>>166830906
after a long reflection, it just turns out the model was inside out
no idea how that ever happened
>>
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>>166847831
Thanks pham
Blender, UE4, Audacity, Guitar and a amp modelling pedal.

>>166847717
Also Ive worked on my own music for the past year and have started to make some of my own tracks, as well as having acquired more tracks from my music guy. Still hate that webms cant have sound like /gif/, the music really adds a lot to the visuals.
>>
>>166848076
tfw I could've told you right away but I missed the first post

I have failed you...
>>
>>166847842
It's not the proportions but the amount of joints and how they rotate, they have to be human-like.

>>166848035
Yeah the animation system in unity is pretty good.
>>
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>>166847726
I mean, I guess it works. I'm just wondering if there's some gold standard equations in a book or something for simple physics like this.
>>
>>166848035
it's not just about looping and transitioning, it's just that asymetrical animation isn't as simple as a regular one
just look at real life examples
>>
working on a rtype/galaga kind of game( space ship going from left to right while enemies come).

trying to do some optimization right now. so I have a double for loop that checks every bullet fired against every enemy on the screen to see if there was a collision. is there a better way to optimize this?

for all bullets fired
for all enemies on screen
check if collision
>>
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Could anyone give me some advice regarding time-keeping functions in Unity C#?

I just need a basic function that can gate out logic using milliseconds. I want to put cooldowns on certain abilities, and a timer that slowly diminishes. I've tried using a coroutine but for some reason it gets confused and won't let me use a float or any kind of decimal values. I can't work with whole seconds, I need miliseconds.

Using Update() on objects obviously doesn't do me any good, it updates much too fast.

I don't understand Time.deltaTime at all either. The time is linked to the current framerate?

Why is there not a good reliable way of adjusting behavior according to time? Is this not a ubiquitous feature in games? Send help

pic unrelated
>>
>>166848151
Any tumblr to follow?
>>
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>>166848564
Yeah, I already have some animation experience, both from Max and hand-drawn animation, so I know uneven and distorted bodies are difficult to animate well.

Fortunately all my characters are robots, so I can get away with some janky movement on the more broken up ones.
>>
>>166848151
There are webm hosting websites you can post sound enabled webms in and link to
>>
>>166848208
it doesn't matter much, I went to eat and took a break
I think it's good to figure out your issues by yourself too

>>166848221
>they have to be human-like.
I did an animation on my totally-not-ramiel thing and had no issue doing that, I don't understand what you're talking about, could you elaborate ?
>>
>>166848671
Spatial partitioning, Quadtree to be specific.
>>
>>166847717
I remember your game! Looks a lot more distinct than it did back then. I can actually sort of tell what's going on now.
>>
>>166848768
go back to masturbating to anime
>>
>>166848768
Time.deltaTime returns the amount of time between the last frame and the current call.
>>
>>166848151
Things that popped up in my head while watching your webm

>Loom (video game)
>nudisco music
>>
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With GLFW, do I have to call the glViewport() function every time I change the size of the window? Basically when I switch between full screen and windowed mode? I don't do that now, and everything seems to be fine, but I'm still wondering.
>>
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Worked a bit on my pixelshit.
>>
>>166848983
Thanks! Yeah its come a long way really. Ive been slowly refining everything so its a bit clearer. Its hard to balance the black background with things in the right places in order to make it readable and add to the reflections that are hidden in the black material, but when I get it right its worth the time I think.

>>166848795
I gained traction on Twitter faster, so I havent posted on the Tumblr I made in a long time. It may come back to bite me in the ass, I should start posting there again.
https://twitter.com/HarmlessMonkii
>>
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Guest character? I don't know, but I had fun.
>>
>>166848849
Let's say your character is a robot and you want to give it a complex multi-joint shoulder, every joint only rotates on one axis so it moves like an actual robot-arm. AFAIK the standard Unity IK solver wouldn't be able to deal with it and either bend it all wrong or just not work at all. Also iirc all bones have to be connected to each other(child/parent).

Unity even has a non-humanoid generic IK on their Roadmap.
>>
>>166847717
I remember you posting a few months back. Looking good now! iirc you've smoothed out the graphics and lighting a lot. Looks very trippy and "simulated".
>>
>>166848317
man most people just set vely to -?? then do += VAR_GRAVITY.
>>
>>166849032
I will not

>>166849123
I don't think that helps me does it? Is there really no non-hack solution to setting time intervals in Unity?
>>
>>166849701
I like these proportions. She looks more adult, or at least more like a teenager/college student.
>>
>>166849337
Doesn't matter if you use GLFW or not, yes glViewport needs to be called when you change the size of your viewport.
It might work without calling it, but you can't guarantee that it will work without actually calling it.
>>
I hate level design because I SUCK AT IT
>>
>>166849931
Thanks! Apparently, you are right. I've started to experiment just for the sake of it, and I've found out that I was mistaken before. It actually looks better if I set the Viewport at every screen change.
>>
>>166848768
>I've tried using a coroutine but for some reason it gets confused and won't let me use a float or any kind of decimal values.
??????????
>>
>>166849974
>>
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>>166849823
Thanks! Yes its been a long process getting everything to look proper but im getting happier with where its at. An anon here helped a lot once, this area used to look like at one point.

Ive also worked on the mechanics and the layout a lot. Its pretty simple, just speed boosts, jump boosts, dodge impulse ability, and a ground slam essentially- but then they interact with each other in the obstacle navigation, then eventually you gain the ability to place the items ('flowers') that give you those abilities or gain them permanently. The gameplay will be drastically faster at the end, mimicking a UT99 Bunnytracks kind of obstacle course with a much faster and frantic feel.
>>
anyoen with game maker familiar with this error?

Push :: Execution Error - Variable Index [0,0] out of range [5,0]

Is this array going out of bounds somehow, or can it not find the index for [0,0] for some reason?
>>
>>166848768
Source on that gif please
>>
I need to define some enums to use in scriptableobjects in unity; where's the best place to put these enums in code so that other scripts can access them?
>>
>>166850546
Never worked with GM, but sounds like 5 is out of range, i.e. you have an array of length 5, spanning 0 to 4, but trying to index 5?
>>
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>>166849974
We all suck at everything at first, we only learn through practice.
>>
Idk where to ask this, but my friend is making a hentai game and I'm making a kid's game. He helps promote my game, but I'm hesitant to promote porn on my kid-friendly blog. My blog probably has mostly adult readers, but they might be shocked. My friend has worked hard on his game. Should I post the hentai? Or tell my friend why I haven't helped him -or not say anything? What would you do?
>>
>>166847717
hey it's neon bug dev!
>>
>>166850718
I mean, it'd be like Duck Duck VAGINA
>>
>>166850718
Tell him that his game conflicts with your good Christian morals and that you can not take part in its promotion
>>
>>166850634
gelbooru
>>
>>166849580
Looks good, will she chop people with those knives?
>>
>>166850718
Ask your friend how he feels about it.

I don't think I'd do it, but if you have a personal blog, you can promote it there.
>>
>>166850710
i'd kms
>>
>>166850718
>yeah ill promote your game on my kid friendly blog, no problem, bro
your're both retarded
>>
>>166850146
Assets/NewBehaviourScript.cs(22,37): error CS1503: Argument `#1' cannot convert `double' expression to type `float'
>>
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>>166848768
>>
>>166850963
add an f after .1
>>
>>166846434
>digital art
No thanks, I was going for 5th dimensional hyperpaper medium, but I'm sure most devs will be glad to have some digital art!
>>
>>166850963
>Argument `#1' cannot convert `double' expression to type `float'

>He doesnt template everything
>>
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>>166850718
>hey mate can you promote my porn game on your kiddy blog
>Ayy let me think about it
>>
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>>166850817
Kawaii bug has returned :^) I lost the webm of me dancing as the bug but its still a feature.
>>
>>166851034
Aha. Thanks very kindly anon

>>166851098
Just started learning Unity. How would I template something like this?
>>
>>166845071
>>166845368
Thanks for the feedback. My only problem with squaredude is that he's hard to animate.
>>
>>166851167
look into generics
>>
>>166850509
>mimicking a UT99 Bunnytracks kind of obstacle course with a much faster and frantic feel

Sounds awesome. The old unreal games had a great feeling of momentum.

I myself am making essentially a Jak & Daxter style platformer with a robot setting. Not much else planned beyond that, except maybe some shooting mechanics like in Jak 2.

Step one is to tweak player movement and animation to perfection in a basic playground level, similarly to the design philosophy behind Super Mario 64, where the very first things they created was Mario and the little bunny for him to chase, and spent AGES making simply chasing the rabbit around with Mario's different moves fun. I figured I'd start by learning the fundamentals the same way.
>>
>>166850889
Ok I'll ask. It's just awkward. My personal account doesn't have followers, which wouldn't help him.

>>166851110
>>166850951
You'd think that, but I know he'd be very grateful for a promo nonetheless, and he seems to expect it a bit.
>>
>>166850878
Thanks.

She'll want to chop fish monsters to make some sushi.

(If I ever manage to get out of this nodev hell).
>>
>>166851491
Neither of those look like sushi knifes though.
>>
>>166848768
the time class should very well provide a global timer, just calculate and store the time when the cooldown should be over, then check for that time

alternatively, store a cooldown amount of time and subtract the delta each frame, though you should probably be doing this in fixed to avoid issues

there's lots of ways to do it before you even get into timers
>>
>>166850694

its weird, I ran in debug and It looks like it isn't filling the beginning of the array, fills the middle, then doesn't fill the end
>>
>>166851392
Also, I really want to cheat and use Overgrowth's engine.
>>
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Experimentally reduced the background pattern size to tiny and it gives this knitted feel.
>>
>>166851392
>Jak and Daxter style playformer

Nice. Any platformer like that or Spyro/smb64/ratchet and clank is usually a great game. I think thats a good idea focusing on the movement to where it becomes satisfying in itself then building on that. I think its a good way to make a great game, focus on a core concept and let everything kind of evolve out of it.
>>
>>166851813
It's a little too busy
>>
>>166851401
If he thinks it's totally fine to promote a hentai game on a blog dedicated to a kid's game, he's a retard.

Does his game really need promotion anyways? Porn games tend to do better than average as long as they look good and have plenty of fapable material.
>>
>>166851813
Tender Yarn's Woolly World
>>
>>166851674
I'm confused, that shouldn't matter, an array is a contiguous piece of memory spanning sizeof(whatever) * count, whether it fills that memory or not should not matter with the error you are getting, index out of range, says you are indexing something past the size of the array.
>>
>>166852010
>Spyro/smb64
Go back and play Spyro please. It's actually pretty bad. Especially compared to SMB64
>>
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>>166851491
>>
>>166852173
DELET THIS
>>
>>166852050
I think he's doing well without the promo, but he mentioned it would help. Man, I don't want to ruin the friendship over one post, but it seems like a bad idea.
>>
>>166851583
Shit, you're right. Fixing that now.
>>
hey babe


just show me the game
>>
>tfw well regarded people in the industry follow your lewd game

top kek you'd think they would make alternate accounts for this
>>
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>>166852010
Yeah, I think its one of the biggest reasons games like SM64, Jak & Daxter series and Spiderman 2 are such enjoyable games. The basic movement has such a good feel.

My biggest inspiration for the setting is a hidden gem called Metal Arms. My dream is recreating the hilariousness of violent robot gore and murder contrasted against comical, robotic screams.

Far easier to model and animate robots than stinky meatbags. :^)
>>
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How would you make grass actually look like grass and not some green paper on the ground in a top down 3d game with a free camera?
>>
>>166852692
Foliage.
>>
>>166852692
add some actual foliage
>>
>>166852764
>>166852739
that'd be pretty expensive
>>
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PROGRESS REPORT

WHAT PROGRESS DI YOU MAKE TODAY?

WHAT PROGRESS DO YOU PLAN TO MAKE TOMORROW?
>>
>>166852089

I'm not sure if im making sense but it seems like my array is being filled backwards

for example [5,0] has actual values
but [0,0] doesn't and is empty
>>
>>166852541
>not realizing that being well-regarded means you don't have to worry about what people think if you follow a fucking weblog of a lewd game
top kek indeed
>>
>>166852812
Continued working on dialogue
Will continue with the dialogue code tomorrow
>>
>>166852692
Foliage, variation in density, and maybe some patches of overlapping grass textured planes.
>>
>>166852805
You cull the foliage outside of direct visual range.
>>
>>166852805
how many video games have you played with grass?
>>
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>>166852812
animations

animations
>>
>>166852812
I just started working, stop yelling. I'm gonna do camera controls today and hopefully some more procgen.
>>
>>166852805
For Unity
>>
>>166852812
Fixed render glitch
Added actual graphics instead of placeholder.

Will add more enemy patterns tomorrow.
>>
http://steamcommunity.com/sharedfiles/filedetails/?id=850088967

I put a game up on GL. If you like edgy meme games it might be your thing.
>>
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>>166852812
I made a box I can move around with my arrow keys.

Steam Greenlight here I come.
>>
is python good for making vidya? all the swagfags say its the next best thing.
>>
>>166852884
top down ones? zero. it's all flat shit
>>
>>166845849
Interesting. Are you centralizing all the code/backend of the text boxes in the obj_npc_base and having the children inherit it? Otherwise, any changes to the system would be a bitch.
>>
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>>166852935
>>
>>166852812
Worked on some NPC and prop models.
Will start working on coding the quest and map system. It's going to be a long time before I'm done with those I fear.
>>
>>166852812
I did nothing today
Tomorrow I hope I'll start my comfy game (except I don't know how to start it).
>>
>>166853167
Not really. But if you already know Python then Godot might be a good engine to try, GDScript is similar to Python, so it's easy to learn and use.
>>
>>166853421
>except I don't know how to start it
Why is that?
>>
>>166852812
Giving up for the third time on my walk-on-walls FPS idea

Instead returning to my other game idea where you play as a necromancer in a top-down shooter who summons skeletons as well as shoots bullets

I got the dumb skeletons to move towards enemies when they come within range
>>
>>166852812
fixed a mesh, made an animation, got the basics of blending two animations in a blueprint

figuring out why I can't import my texture & material
fixing the overall animation blending
maybe making the effect I want to do
>>
>>166853576
I want to make a roguelike. But I don't really know how to make the turns happen.
>>
>>166826423
No, this has been tried a lot and turns out to be not very efficient. It involves lots of communication and synchronization back and forth and it doesn't scale.

If you want to do threading, use a thread pool with a job queue system.
>>
>>166852812
>tfw my progress isn't good enough
>>
>>166852812
Music, music, MUSIC!
>>
>>166853727
you just call update() once to make a turn happen
>>
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Woo, making particles is too much fun!
>>
>>166848768
if you didn't find a solution yet, try this:
create a float cooldownTimeRemaining = 0.0f
when you use the skill set the var to the time you want it to be in cooldown for in seconds, and then on the update just decrease it by Time.deltaTime. after that check if it reaches less than zero with an if, if it does enable the ability again
>>
>>166853259
Yes.
The actual system (button press, next dialogue, exit events etc) are controlled in a general script through the NPC_base's step event.
Dialogue boxes are created in a unique NPC_XX_DIALOGUE script, where it creates the box and assigns it to the NPC_XX object.
>>
>>166851813
what function are you using to smooth the movement? is it lerp?
>>
>>166852825

I didn't initialize the arrays
fucking kill me
>>
>>166854080
That's some Disney magic right there.
>>
>>166854256
auto nvalue = mix(startValue, endValue, 1-exp(-deltaTimeMs/50));
>>
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>>166854592
Thanks!

I was actually attempting to draw up some bullets, but found that shiny stars was much more fun.
>>
>>166852692
bump map
>>
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>>166852812
TODAY:
Can actually move forward through the level
Simple animations
Dash forward (in progress)

TOMORROW:
Objective system
Better enemy art?
More UI
>>
>Making a dash mechanic
>player is unable to dash if he's not pressing some move button even though by my understanding he should be able to
But that's exactly how i wanted dash to function in the end
Everything worked out i guess
>>
>>166854910
that's just crinkled paper
>>
>>166855071
I would perhaps save the last movement direction, and dash towards that, so even if player is stopped it dashes to the most recent direction
>>
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>>166852812
neon cattle prod for electric attacks. I might break the purple part into more primitives, as I don't like the way they all move the same way. Stabs will generate a chain lightning effect when striking an enemy in this state - working on that now.

Also if I want the enemies to go BZZT and shake when they get hit by electric, a quick one unit movement in random successive directions would look jarring and unnatural right? I'll try that first but I don't think it will work.
>>
I want to make something like Rance 6's dungeon crawling bits, but am not sure what to make it in. Game Maker apparently cannot even handle the basic 3D necessary, so that's out. Anything simple that would work fine for simple flat textures and cubes?
>>
>>166854737
Thanks mate, looking pretty good
>>
>>166855180
i have that in my attack code(i guess it's necessary)
and i lied, i know exactly why he's not dashing if i don't press anything, cus the dash speed is based off his move speed :S
>>
>>166855235
aaaaaaaaaaaaaargh what the fuck is that in the tree that is my nightmare
>>
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>>166855364
its just an elephant snake
>>
Demo Day 13 when?
>>
>>166838210
It'll hit hard. But at least i'll be posting progress instead of shitposting.
>>
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>>166852812
>Attempt to draw
>Wow this doesn't even look remotely passable
>Enter the despair loop
>Get out of it and try again
>Repeat

Moving on from rectangles was a mistake. I'll just redraw the main GUI so it doesn't have the face circle anymore.
>>
>>166855631
1 month
8 days
8 hours
56 minutes
>>
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>>166852812
today
2 new enemies type,1 boss,enemies drops power ups(lives,new weapons)

tomorrow
more upgrades,bullet patterns,limit player movement within camera boundries,move camera a lot closer to player,hud for lives and score,and i am pretty much done with this simple game
>>
>>166854920
You going to do some rudimentary day/night cycling on the backgrounds as the stage progresses or just have different 'times' be stage dependent?
>>
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anyone have any tips on promoting your game on twitter
>>
>>166856236
#gamedev + #indiedev + #indiegame or #gaming are the hashtags you need.
>>
>>166830181
Left.
Also this >>166830273
>>
How does inheritance in scripts work in Godot? I want to use different scripts on my inherited scenes that also just inherits the base script not a copy of it so I can make changes more easily. I could not see an override keyword i can use while extending from another script. How can I achieve this.
>>
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>>166852812
Last things I did last night were this reload animation and selected the fonts for the GUI but I haven't made any progress today
>>
>>166830181
hope you're hiring a proofreader
>Why am I in a box? I know you're an airhead, but listen up, kiddo. You do the problem solving, and I'll hide in this box 'till it's time to move on. Got it? Great. Knock 'em dead.
>>
>>166856236
1. Make a game people will actually want to play
>>
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>>166831814
Like so. Corridors are wider, leaving less really tight spaces in the level (except for the "secret" level).

Damn I'm drunk
>>
>>166856408
You can inherit by using
extends "res://path_to_yourscript.gd"
as the first line.
https://godotengine.org/qa/2391/can-you-inherit-from-a-script
>>
leave /dpt/ alone
>>
>>166856785
That's ok and I get that you can just override the functions but how do you override the variables ?
>>
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PathFinder Dev here, aka the Traveling Salesman.

Made some #progress on my vidya PathFinder.IO. Just implemented AI.

What do you guys think of my game just from this picture alone? I'm looking for honest thoughts on what you think my game is about (mechanics wise?) and what kind of vibes you get from the presentation. Also, critique and suggestions on the (nonexistent) art style?
>>
>>166857202
If you have a variable declared in script A, and script B extends script A, B will start with the same variables as A. When you then modify a variable in B, A will remain unaffected.
>>
>>166857202
Change them in _init?
>>
>>166857410
honest thought: give me a reason to care
>>
>>166857410
Getting from point A to point B without colliding with black blocks. I'm getting the vibe that you are prouder of this than appropriate. Make a fucking webm.
>>
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>>166856642
>Making a game.
You already lost me
>>
>>166857990
I should rewatch Zvezda, it was a fun ride.
>>
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>not writing your own DE solver and fine-tuning numerical methods for your specific application
>>
anyone know of any good ui colour palettes

i know the material design and flat ui ones, just wondering if anyone's used others

i'd rather not have to come up with my own if I can avoid it because that's hecka effort
>>
>>166857443
Ok that seems to work thanks. Only drawback I see is things like current_hp = MAX_HP needs to be reinitilized as well because MAX_HP goes to the parrent scripts variable
>>
tfw you're making your dream game but you'll never be able to play it like you would had someone else made it. At least watching other people enjoy it brings a different type of pleasure...
>>
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>>166858113
>>166857990
>A1

stopped reading right there
>>
>>166858529
I don't understand this mentality, either it's fun or it isn't
>>
>>166858714
>what is discovery
>what is novelty

if you created the game then you know everything about it inside out

and you're probably pretty good at it already, too
>>
master engine dev Jonathan Blow at work

twitch dot tv/naysayer88
>>
>>166859172
I'm going to meme him
>>
>>166859172
Could someone tell me what's the point of streaming devving? I mean actual software development? What's the appeal?
>>
My framerate in gm has suddenly started going wild, jumping above 60 a lot of times, leading to a shitton of bugs out of nowhere.
Anyone know how to strictly limit framerate, or any functions that typically cause this kind of thing?
>>
>>166859490
more social
>>
>>166859172
>88
>I'm the same age as him
Holy fuck I don't feel so bad about my looks now.
>>
>>166856118
interesting game you got there, although i would suggest making the white spots on the enemies more unique so that it would be easier to tell the difference between them, everything is good but from a first glance, mobs seem way too similar.
>>
>>166859543
>jumping above 60 a lot of times, leading to a shitton of bugs out of nowhere.
Surely you dont have your gamelogic tied to your framerate?
>>
>>166859543
>more than 60 fps breaks the game
I told you about decoupling, bro.
>>
>>166858934
>>166858714
Exactly, I know every trick, every item, every event etc. The best part of this game style is the exploration and item discovery. Thats like staring in a movie then going and watching the movie.

If I was only doing parts of the project then I'd probably be able to play the finished product. I'll only be playing it to test for bugs etc.
>>
>>166859557
socialization is a distraction
>>
>>166859543
uh the framerate is always capped at room speed.
Unless your changing that it shouldn't be going above it.
>>
>>166859676
>you can only watch a movie once

It doesn't make any sense, you're discovering the game as you playtest it, you're not losing out on anything
>>
>>166852812
A made a fixed camera that zooms in and out like Bravely Default because a free-er one like Mario3D is too hard.
>>
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Pixelshit, extended.
>>
>>166859641
Everything is delta-timed, but sudden jumps to 200+ frames/second seem to be causing issues

Currently investigating whether or not this is the actual problem, but it is the first time I've specifically made it tell me whenever it goes too much above or below 60 so that what I'm suspecting
>>
>>166859830
You aren't discovering anything because you fucking designed it. What don't you get?
Thats like putting a soda in the fridge and """"discovering"""" it there the next day.
>>
>>166859916
increasing the sample rate shouldn't do anything but a very low one could cause issues
>>
>>166859943
I discover shit in the fridge all the time. especially soda.

"shit I forgot to put the A&W in the fridge. Oh shit! There's one can left in there!
>>
>>166859943
>nothing unexpected or exciting every happens during dev

nodev detected
>>
>>166859654
Just to be sure, is delta timing decoupling?
>>166859809
Gamemaker seems to aim for 60 steps per second, but I use the following to return the estimated fps per step based on the delta_time

(60 * 60 /1000000 * delta_time)
>>
>>166859943
man, I love when I discover a $20 bill in pants I pull out of the wash
>>
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>>166860121
>Being retarded
>>
>>166859543
Don't listen to these memers:
>>166859641
>>166859654
There is no reliable way to implement delta time in GM, or in some other way decouple logic from steps.

>>166859809
This Anon is correct though. The game will always try to run at the real fps of room_speed, and you game logic will never go faster than than room_speed.
>>
>>166859490
I'll tell you if you tell me what's the point of streaming yourself eating a meal on twitch.
>>
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>>166860234
>delta_timing is a meme
>>
>>166860336
If strictly speaking about GM, yes it is.
>>
>>166859490
I don't know
I don't even understand why people watch other people stream video games
>>
>>166860419
strictly speaking this would make GM the meme, not delta timing
>>
>>166860234
Is there any way to return the actual number of frames in the past second, not just the estimated fps based on the duration of the last step?

Also, it appears that the issue is caused by another object in the room that somehow makes the fps all weird
>>
>>166854920
the player character's position on the screen relative to the direction of camera scrolling is inversed
>>
>>166852812
I'd post it but it's on /d/
>>>/d/7230892
>>
>>166860216
all I ever find are tissues I didn't know I had in my pockets... unless my detergent is washing away all the green from my twenties.
>>
>C# has no power operators

What the actual fuck
>>
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>>166860571
>>
>>166860517
I can't remember of the top of my head if 'fps' or 'fps_real' returns the actual framerate like how you're asking.
>>
>>166860246
I would like to tell you that, but that's the first time I hear about such a thing.

>>166859557
What this anon said:>>166859696
Or is it supposed to be educational?

>>166860429
Tournaments makes sense, but I agree on single player ones. Or if it's supposed to be a walk trough, then just put it on YouTube and stay silent.
>>
should a grid structure be linked, or is coordinate adjacency enough?
>>
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I wish I had more to show but the process of updating all events to the new system and build really is boring
>>
>>166860571
frankly this looks terrible but you're making something so that counts i guess
i'd suggest you to investigate some classic platformers especially when it comes to camera and physics since at one point of the webm you even get stuck in the corner of the ceiling
but then again considering you're making a game about a cockflinging succubus i'm not sure if it even matters
>>
>>166860859
>I can't remember of the top of my head if 'fps' or 'fps_real' returns the actual framerate
>the actual framerate
>'fps' or 'fps_real'
>>
>>166861016
What I mean is I'm not sure if either of those is what he's after.
>>
I'm trying to set a camera position for dialogue in UE4 and having some first time "programming" trouble.

In the blueprint, I change the relative location and rotation for the spring arm and the camera. When it's exiting dialogue state, I have it reset the transform. But that also resets the transform of my default camera view. I can make it another transform into those values but what's the smart/elegant way of doing all of this?
>>
>>166860986
it's terrible because I'm a complete baby at coding. I followed a couple of tutorials, but I don't understand the logic behind what I've done so far.
>>
>>166861416
other things aren't quite up to the par either but i guess if you stick at it, you'll get somewhere
perhaps try opening up the documentation and breaking apart what you just copypasted into your game
what engine are you using?
>>
So with GM:S I can display fps but I cannot seem to get it to display decimal values with it. Does anyone know what I would need to do in order to get (i.e.) 58.3 to show up instead of just 58?

I guess what I am aiming for is as accurate a representation of the value as possible for display.
>>
>>166861632
gamemaker standard edition.
>>
>>166861306
Might not be appropriate for every game but I have a camera associated with each character you can talk to.
Once the dialogue starts I 'Set view target with blend' between the two cameras, that way I can position it for each character and just blend back to the gameplay camera once you're finished talking.
>>
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>>166860956
>>
>>166860956
>should a grid structure be linked
What did he mean by this?
>>
>>166860517
>>166860859
>>166861016
>>166861102
fps returns the framerate after its cap at room speed. this can dip below room speed.
fps_real returns the actual number of steps. Often your fps_real will be much higher than the fps/roomspeed.
What I like to do is allow the room speed to increase from 60 to 90 or from 60 to 30 depending on the computer's performance.
In doing so I also apply a modifier to timers and movement calculations to ensure the speeds are all relative.
>>
>>166861918
your character probably gets stuck in the walls like at 0:23 mark because you force it into a wall with the horizontal speed/position changing, which triggers the collision event and stops the vertical speed
an easy solution to this would be modifying the keyboard events to check whether there is a wall in front of the player and if there is one, don't move
that'd be my guess if tutorials go how i think they go
>>
>>166861306
I don't quite understand, you are not just moving the camera and then moving it back?
>>
>>166861987
I also want to change the camera when aiming or accessing in-game menus so maybe just a separate camera for the player character itself. I don't have any previous experience so I don't really know the dos and don'ts but they seem like a lot when I looked at Yawn-Dairy.
>>
>>166860983
Man I did not understand at all how to play your game but boy am I ready to pay for it and stare at the graphics. Shame you can't buy ingame image choosing thingies.
>>
>>166862557
I change the position but when I reset it, it goes to 0,0,0 values when my actual default view is set higher.
>>
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First progress post in a long, long time. I'm still a relative nodev, but this is what I've been doing today.

Blue thing is an enemy stand-in. Red things are supposed to be grunts that the player summons.

They generally go straight out from the player's position relative to the cursor, but if they detect an enemy in range, they'll move towards the enemy instead, then attack twice before dying.

Kinda proud that I pretty much figured out how to code that on my own, with minimal reference to documentation and other tutorials.
>>
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Got the gun stuff somewhat working... and in the process, made some decent progress on the weapon collection mechanic.

Right now, weapon drops can be picked up, though the drop isn't destroyed afterward yet and a lot of the effects aren't in place. Still, it's a start.

Got the secondary hands in place, though the idle animations for not holding a gun aren't really where I'd like them to be, they need more variety. The aim system is working, though. A weird combination of shoulder-zoom and traditional "iron sights" in that the camera pulls tight to the shoulder, where the hands are, and it kind of simulates first-person in a strange way. I wasn't sure I'd like it, but now that it's there I really do.
>>
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>spend days on the dialogue system
>lots of math involving strings and arrays
>dialogue types and scrolls down
>the result hardly looks impressive, just works
>>
>>166862724
can you post BP/Code?
>>
>>166862724
>>166863259
if you're using the Reset Relative Transform node, that's exactly what it's suppose to do, set the component relative to the parent to 0,0,0

I think you are moving your camera incorrectly.

tell me more about what you are trying to do and maybe I can help
>>
>>166856679
Very nice man, cant wait to play it when you release it
>>
>>166863535
He's saying that he needs the camera to go back to the transform it was at before he changed the values, the "default", non-zero coordinates.

I think.

I don't know why this is a problem though, just store it somewhere.
>>
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>>166863259
>>166863535
I intended to add more functionality and clean it up for a full critique but here's what I've got. I want to hear better practices as well. I got the impression I could be doing this in state machines for one.

The idea is to switch to an off to the side view so you can see the dialogue menu and go back to an already transformed view.
>>
>>166863118
You are doing stuff man, don't call yourself a nodev
>>
>>166863903
If you've already got a dialogue ACTOR, just give it a camera component and set the dialogue actor as View Target With Blend when dialogue is triggered. Don't even change the camera on the player. When the dialogue is over, Set View Target With Blend back to the character.

This is the easiest, cleanest way to do it.
>>
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>>166852812
made a system that tracks input, checks for sequences, and executes the appropriate moves
>>
>>166863903
Seems about right. You just want to switch out the Replace relative transform with something to set the camera to a stored transform variable.
When you get around to juicing you should probably use a timeline to interpolate the transforms and FoVs
>>
>working as a C++ programmer
>colleagues start talking about gamedev
>they're thinking of starting a vidya company
>I join the conversation and say I'd be interested since gamedev is the sole reason I'm still sticking with C++
>they're talented programmers but they don't know shit about vidya or making them
>one dude wants to make a 3D open world game like Final Fantasy XV
>says 3D models would be easier to manage than 2D sprites because it's easier to hide imperfections
>the other dude starts talking about starting small and making mobile shit and "something that's popular with kids"

If only they weren't so fucking hard to talk to autistic shits with no insight into vidya, maybe together we could reach for the stars.
>>
>>166863903
yeah, the Reset Relative Transform is the culprit. you pretty much just have to do what you are doing below it, just with the "default" location and rotations.
>>
>>166864363
Piece of advice, from one UE4 dev to another:

Realism can suck it. Set your gravity higher and increase the jump height to compensate. The default UE4 movement physics are too floaty for any satisfying character movement.
>>
>>166863129
Did you learn c++ yet?
>>
>>166864914
Ha! No.

Funnily enough, lack of sepples wasn't what killed ML, it was asset creation troubles
>>
>>166864285
>>166864415
>>166864824
Transform variable was my first thinking but I'm interested in doing it without. I also want to do the same for my aiming over-the-shoulder view or instead of spawning the dialogue relative to player, spawn it at the NPC who can be at a variable distance, thus throwing off the view of the second camera. I guess I'll see about spawning a second camera relative to the player and blending to it. I know it's practically splitting hairs but would this be considered somehow better to storing a transform var?
>>
>>166864710
If you could politely inform others about what you know about vidya rather than writing them off as autistic, maybe you wouldn't be working alone.
>>
>>166865365
I think you're vastly overestimating the significance of storing one transform value.
>>
>>166865183
>it was asset creation troubles
Understandable, but you think things will go better this time?
>>
>>166865365
And I didn't want to just transform to the default values again because I can't predict what else would be affecting camera further on.
>>
>>166852812
Today I had a bunch of ideas
Tomorrow I hope to make a game
>>
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Progress! Man, there's no way I'm going to finish this for One Game a Month unless I spent all tomorrow on it.
>>
>>166863903
and if you are always moving the camera in the exact same positions, you could save some time and create dummy objects in the exact places you want the camera to go.

so say you have the camera normally 10 units back and 20 units up from the player, you create an empty there call it CamPos1 or whatever. Then you have another empty 30 units to the right and rotated 90d called CamPos2.

then when you want to move them you could just get world location of CamPos2 and plug into the Set World Location node.

and to move it back you do the same by plugging in the get Location CamPos1
>>
>>166865508
They already are. The new animation system trivializes combo construction by letting me string together standalone move animations without animating the actual transitions, and the floating-hands system means I can design aim, fire and reload animations ONCE and then not worry about any of the blended poses (running, crouching, jumping, sliding, etc)

Low poly BK/SM64 artstyle means I can shit out art assets in 30 seconds from a dozen tris.
>>
[IMPORTANT REMINDER]
>Comfy jam starts in 3 days
[/IMPORTANT REMINDER]
>>
Would it be weird to take music from my game and use it in a jam game?
>>
>>166865968
No it's your music. Why would that be weird?
>>
>>166865701
I'm not sure how much more pragmatic that is right now but might be useful as development and my ideas progress, clever, thanks.
>>
>>166865869
W-what's comfy jam?
>>
>>166866253
For comfy bread
>>
>>166865780
thats neat, gl mang
>>
>>166863129
You're my inspiration, just so you know.
>>
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Testing the new enemies in-game, thanks to the easy way I set things up. I can swap the 3d model used by an enemy object, and change movement speed, damage, attack animations, etc. as needed.

They are Wooden Mannequins covered in torn cloaks.
>>
>>166867574
Looks excellent! Wish I had the skillset to make things of this quality in Blender.
>>
>>166867574
That's shaping up really nicely, good work.
>>
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>>166820346
whichever you go with, as long as you can perform multi-track drifting
>>
>>166867757
Too bad your laziness exceeds your wish, huh?
>>
>>166867574
good stuff man. you a soul reaver fan? your game has some of its atmosphere
>>
How are you storing your game's assets, e.g. levels, sprites, tiles, scripts?
>>
I have to stay awake tonight because fuck that this isn't a blog
I want to go from zero to hero with some engine I haven't used. Any suggestions?
>>
"I’d be somewhat inclined to agree, but my philosophy when it comes to professional vfx is, if an amateur like me can re-produce the effect from scratch, I usually don’t consider it good."

The artists in the reddit gamedev are so full of themselves holy shit.
>>
>>166867574
What approach are you using for your combat system? I remember you posted a while ago about how the model was holding the rapier just slightly at a weird angle so your hits weren't registering.

Is it all physics based with colliders? Or are you using raycasts/linecasts?
>>
>>166868442
I have reasons to stay in this shithole.
>>
>>166819631
>using maya for rendering
>>
>>166868406
HAve you used Godot?
>>
>>166868406
I know literally nothing about it but godot seems like a nice alternative to unity/ue4

or you could follow Star Citizen's lead and try learning Amazon Lumberyard
>>
>>166868442
but google shows that's from tumblr
>>
>>166820225
This sort of shit is why you are always so unhappy.

>>166820346
If this is VR targeted you have stolen my idea and I am now destitute.


Why did I start with a posting cooldown when I opened 4chin?
>>
Are there any RPGs where you play as a snake?
>>
>>166868802
Wait, are you the guy who's making Locomancer?
>>
>>166868802
post your game. i bet its nothing like his. EXECUTION
>>
>>166868632
>>166868649
No, I haven't. I'll give it a shot, downloading it right now.
Lumberyand seems incredibly needy, and my pc isn't in very good shape.
>>
>>166868910
It is joke. Maybe. Shitty puzzle game where you have to build a track through goal areas before the train falls off the end of the track.
>>
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>>166868160
You know what, I only played the first few hours in that game when I was a kid, but I do remember I liked the shifting between spirit world and the normal one, the spear impaling attack, and the burrowing vampires.

I kind of gave up at the part where I needed to do some precise jumping to get past. Maybe I'll get back to it one of these days.


>>166868516
I'm doing raycasts. I've worked in Unity for quite some time and I know that detecting hits between collider and collider for the purpose of combat can be sort of hit or miss, or maybe I'm just not using them correctly.

To make sure hits register properly, the way I do raycasts now, I raycast from the blade's tip in the previous frame, to where the blade's tip is right now. I also do that for the base of the blade (previous position to current position), as well as a few more in the middle of the blade, spread evenly.

If I specify a radius, I made it that the raycasts will turn into spherecasts if I need some thickness to it.
>>
Coming up with a Comfy Jam idea is driving me fucking insane.
>>
>>166869023
Lumberyard is a more featured Cryengine. It is still Cryengines code. Run.

>>166868649
Why would you follow a failed scam game for your decision making process?
>>
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Setting up mouse camera controls was surprisingly painless. Time to get back to procgen.
>>
>>166869238
A game where you play a rat trying to lasso cheese in a supermarket without being caught by the employees
>>
how performance-heavy is FindGameObjectsWithTag()?

Any more efficient ways to find nearby objects of a certain kind? I want my game to be able to scale to relatively large battle sizes (40+ v 40+ battles, each with enemies that target the closest opponent)

I can't imagine 80! / 80 factorial total objects stored in various arrays is good for memory.

I know spherecasts are just as bad.

>>166869282
because it's a fucking dumpster fire and it's hilarious
>>
>>166869314
That's not comfy. Die.
>>
>>166868649
>>166868632
Any recs for Godot tutorials? Or just good ol' google?
>>166869282
Cryengine uses Lua, right? I don't hate Lua, but I'm already on a godot train. choo choo
>>
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I got a message saying the "malformed if statement error message"
I'm not sure how I should fix that.
What I basically wanting to ask is if the player hp has reached 0, then the game restart.
>>
>>166869420
Since tags are going to be on everything, it is probably O(n) worse case, so that is fine.

If the spatial search is backed by some sort of spatial data structure it should be fine. You will have to google around.
>>
>>166869593
Come up with your own idea then.
>>
>>166869638
Godot has an official tutorial for introducing itself and its features, but the community is a little bit lacking in tutorials for doing specific things.
>>
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>>166869172
Neat, I was probably going to give that kind of implementation a shot after I get some more parts of this mount & blade type thing working.

If you are shooting out multiple rays per frame, do the enemies have some sort of cooldown after they initially get hit before they can take damage again? I think in my first test I my rays were hitting the same enemy 5-8 times per swing.
>>
>>166869721
if (true); // this does nothing because it has a ;
if (true)
otherThing(); // This will do otherThing if true

Rule for conditionals is always use braces:

if (true) {
...
} // ALWAYS braces, even if just one line is executed.
>>
>>166869420
I believe it makes a list of literally every instantiated object in the game and iterates through it. So extremely performance-heavy if you do it for every actor, every frame.

You could put a large invisible sphere around each actor, check if any enemy is within it, and then set the target to whichever one is closest out of those.
>>
>>166869420
>Any more efficient ways to find nearby objects of a certain kind?
Spatial partitioning. Unity should have it built in and it should kick in when doing collision queries, so you can leverage its collision system to do that.

>>166869721
>if (playerhp = 0);
Two things. One is the semicolon. The second is that it should be playerhp == 0, as playerhp = 0 means "set playerhp to zero". Though IIRC Game Maker is "smart" and interprets the latter as the former when used in an if. Still, that's not the error, but I would fix it.
>>
Do you guys think a third person myst-like game would be something that people would like?
>>
>>166869638
Godot has some demos available that convey most of the useful mechanics it has.
https://github.com/godotengine/godot-demo-projects
Additionally there is a small tutorial http://docs.godotengine.org/en/stable/tutorials/step_by_step/_step_by_step.html which conveys the barebone fundamentals.
After that it's mostly experimentation though.
>>
>>166870005
Do you mean a 3D point-and-click-adventure?
>>
>>166869172
You might be better off doing collision volumes 'swept'/stretched over said space, rather than ray casts. Then you wont ever miss anything for having too few rays and such.
>>
>>166870134
I'm fairly sure you can only sweep translation-wise in Unity. It would work if you could sweep with translation and rotation, but I'm pretty sure it's not supported.
>>
>>166869868
>// ALWAYS braces, even if just one line is executed.

NO
>>
>>166870312
It wasn't a suggestion.

*cracks knuckles*
>>
>>166870312
if(true) otherThing(); //Keep if and statement at the same line
>>
For a simple mobile game with a few 3D animated models, is libGDX a good choice?
>>
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Well. after losing my game, having to restore from a backup the entire fucking thing. I managed to make two new game modes for the game.

I cant for the fuck of me make the client to send the comand to the server to delete the healing item from the inventary thought


This was a realy fucking weird week.
>>
>>166869721
>outer block has new indent before AND after the brace
Holy shit, Anon, what are you doing?!
>>
>>166870458
nah, just indent the second line
>>
>>166870558
It's easy to miss
if(false);
otherThing(); //otherThing() will always be executed

If you do that
>>
>>166870549
I don't know. I'm not a real dev.
>>
>>166870646
if(false); yourmom.isfat();
>>
>>166870246
I meant as a general concept.

Another option is to take the cutting edge as an edge, sample it a few times between two frames and create a collision volume based on this mesh. Then you get the arc of the swing with good precision. I don't want to use the word, but it would be quite simple to implement.
>>
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>>166869834
>do the enemies have some sort of cooldown after they initially get hit before they can take damage again?

Yes I have some rather complicated code that stores who got hit already so they won't be damaged by that weapon again. this resets when the character does an entirely new attack.

I also reset that on-purpose on some times to create a "multi-hit" attack within a single animation.


>>166870134
>>166870246
It's also to do with the fact that the collider is also being moved by an animation. The animator component needs to be set to be driven by the physics (Update Mode set to Animate Physics), but last time I tried that, it didn't work (hits weren't registering sometimes). This is even with continious collision activated. I don't know if that was a bug or I'm just not setting things up correctly. But it was just taking too long figuring out that single problem so I moved on and just settled with raycasts.
>>
>>166870312
YES because: >>166870646

And many other errors that are impossible if you 'waste' half a second and an extra line on adding in braces.
>>
>>166865869
Still need ideas pls help
>>
>>166870897
get glasses grandpa
>>
>>166870841
>But it was just taking too long figuring out that single problem so I moved on and just settled with raycasts.
That is reasonable for many things, of course. This in particular is something I think you should spend the time on. It is so much of your feeling of the game, and a single missed collision in a swing is going to be really bad times for game feel.
>>
>>166869302
Lookin nice, what kind of game is this gonna be?
>>
>>166870841
>This is even with continious collision activated.
Unity's "CCD" is literally just doing two discrete collision checks instead of one.
>>
>>166870967
Please never be in a position where others have to interact with your code, end user or programmer. Do the right thing.

>>166871091
Link to evidence? That is totes not what continuous collision detection means.
>>
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>>166865869
>>
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>>166869960
wait am I suppose remove the semicolon or there it's another line for the semicolon?
>>
>>166871153
>That is totes not what continuous collision detection means.
That's for you to take up with Unity. Well, it does do real CCD for dynamic box, sphere, and capsule colliders against statics. It's just higher-frequency DCD for everything else.
>>
>>166871153
there is nothing error prone or unreadable about an indented conditional

excessive whitespace from unnecessary blocks is way worse
>>
>>166871239
Look at all your working if statements. What do you think?
>>
>>166870841
Ha, I spent a bunch of time trying to figure out a solution without even considering just manually resetting the hit-cooldown!

I suppose just doing things the simplest and straight-forward way is what I should be focusing on.

Thanks for sharing info on some of your methods, and that is some pretty nifty looking custom editor stuff you got there!
>>
>>166860220
i had to watch that gif for way too long to realise that it will never end
>>
>>166871082
Planning on making a turn-based strategy game about prohibition time mafia wars. The project is obviously very young, so I need to feel out what timeframe makes sense for a turn. Testing out half-days first, but those are probably too short. Gotta build the city first anyway, before I can wreck it.
>>
>>166871420
I removed the playerhp statements and the game is working, but I instantly die if I get hit by the enemy.
>>
>>166871732
Are you for real?
>>
>>166871602
Sounds pretty good. I guess one day would be a normal turn time. But yeah, it'll depend on how the game comes together.
Looking forward to seeing more
>>
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>>166870549
gm requires no syntax
i know
>>
>>166870463
Yes or no aggy?
>>
>>166871769
yes, a real tard. I shouldn't even bother coding.
>>
>>166871963
You want >>166871239 with no semicolon.
>>
>>166871928
You need to start using Python or something similar. Otherwise anyone reading your code will want to strangle you.
>>
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>>166871928
>>
>>166872050
no one will read my code
because i'll never release a game if i continue doing nothing for weeks before getting back to work
>>
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>>166871026
I know, I keep that in mind. So far things are working correctly with the raycasts/spherecasts. I'm also trying to be mindful of whether hits still register when the framerate dips.

>>166871504
yes, the thing is that I don't think of it as a cooldown, but more of the attacking character is "remembering" who he already hit, so that he won't damage them more than once (unless it's on purpose).
>>
>>166870841
Just spawn a single hitbox collider for the attack animation. There's no reason to get any more specific than that.

The number of times a user will notice that a sword swing connected when it "shouldn't" have is so minimal compared to the number of times a hit feels like it should have connected but it didn't for a number of goofy trace-related reasons.

t. guy who's spent a long time on programming a melee system
>>166863129
>>
>>166872210
>The number of times a user will notice that a sword swing connected when it "shouldn't" have is so minimal compared to the number of times a hit feels like it should have connected but it didn't for a number of goofy trace-related reasons.
>>
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>>166872093
>>166872050
More cancer code, rate.
>>
>>166872210
You mean, like putting a box in front of the character to see who they hit? Yeah I can see that working. I can add that in the future.
>>
>>166872050
Why would they want to strangle me?
>>
>>166872523
he's not talking to you, he's talking to me.
>>
>>166872362

My sword should've hit whenever I attack and it misses
The sword should've missed whenever my enemy attacks and it hits
>>
>>166872514
What language is this?
Also pretty sure you want == on line 104 mate
>>
let's say I want to animate an enemy (let's say I use the player's sprites but with different colors) but it does essentially the same kind of attacks as the player object and can fly, do I have to use the same code?
>>
>>166872516
Just right at the midpoint in the swing, when the sword is farthest out, have that single frame of the animation just spawn a box collider that's scaled and rotated to roughly align with the arc of the swing, to check for all enemies. For one frame. That's your "hit".

It's how every fighting game of note on the planet does it.

That the swing might technically "connect" a little too soon or too late in the traversal of the arc depending on where the enemy is standing is something that the end user won't ever notice because the actual SWING is over in so few frames the mind just stitches it together
>>
>>166872514
Dutch/10
>>
>>166872879
It's GML - gamemaker language.
And no, i don't need that(the dash works), it automatically checks if the following statement is true or not and if it is, continues executing what's below.
>>
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My bowling pins are now fully USBC compliant.
I should ask now: any resources for messing about with Unity's physics system? I think I can use the regular colliders, but if I want a 'real' bowling game I need something better than a bounciness slider. I can 'launch' a ball with a set velocity, but getting it to slide for 30 feet, read the friction on the lane then hook sharply at the backend is gonna take math.
>>
>>166872928
wrong/10
>>
Maybe I could be your artist tonight?
>>
>>166873041
you could've just imported the curve and used Screw
>>
>>166872892
Different person, different goals, what if you want the weapon to deal damage all throughout the swing but only 100% of it at the right time? Would it get too janky if you're also dealing with a lot of combatants?
>>
>>166869804
>>166870026
Danke.
I took a quick dinner break, now it is time for progress.
See you later bois
>>
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hey senpai. posting some progress.
>>
It really is a shame that we can't report idiots like >>166873490

A janitor wouldn't understand the shitpost.
>>
>>166873564
>what if you want the weapon to deal damage all throughout the swing but only 100% of it at the right time?
I would do two hitboxes, a large one and a small one, with the small one at the "point" in the swing's arc where it's supposed to do extra damage

That's a weird way to design a swing though, isn't it? I can't really think of a single game like this. Distance from the player (so the tip does different damage than the whole length of the blade) maybe... I guess I'm just saying, don't future-proof for an eventuality that's unlikely in your combat system

>Would it get too janky if you're also dealing with a lot of combatants?
I mean, arguably, but when I think about games where you melee attack a lot of combatants simultaneously, I think of Musou games. And there's a reason all the enemies reacting in tandem to each swing is sort of an iconic visual aspect of combat in those games; the swings all register damage at a single point in time.
>>
>>166873804
I want her to hammer my penis gently
>>
>>166873975
Forgot to attach your progress m8

or does shitposting interfere with your ability to dev?
>>
You must enginedev.

You must pick between SDL and SFML.

Which do you choose?
>>
>>166873804
>When peaches go bad
>>
>>166874198
glfw
>>
>>166874198
The one without FML
>>
>>166874198
Depends. Am I going to use OpenGL?
>>
>>166874198
Deprecated and unsupported XNA.
>>
>>166874198
>>166874270
>>
Do you prefer voice acted RPGs over text walls?
>>
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>>166873564
ghost knight dev here. obviously if you have different needs for your game, you'll want to do things differently.

personally, I won't move away from the raycasts method that I already have up and running, unless I find something inherently bad with it later on. it's not going to be that difficult to replace the method of hit detection anyway, with the way I set things up in my code.

Thanks to the attack editor I've built, I could even have it later on that I could choose different hit detection methods for each attack.
>>
>>166874724
A mismatched voice-to-character combination can kill a game for me. Even more so if there were previous series games with no voice at all because then I would have formed voices in my head and when they inevitably don't match up it is off putting.
>>
>>166874724
Text. Not only is it easier for the devs to make and modify the story as they're making the game. But it's also easier for the player to just read it rather than listen to someone speak and possibly miss some dialogue. Even if voiced games I always have subtitles on.
>>
>>166874724
yes

if you must use text, be brief
>>
>>166874164

this means so much to me. thank you!
>>
>>166874724
only go for VO if you have

> an extremely small cast of characters with the talent to back it up
or
> an extremely large budget for hiring plenty of actual good voice actors with the dialogue to back it up
>>
>>166874724
No
You have NO chance of getting tolerable voice actors. It will sound even worse than anime dubs.

Use text.
>>
>>166874012
Instead of Musou, think of something closer to Mount and Blade. I actually have two variables - one is the length of the blade as you said, only part being fully effective. The other is the extension of the swing. So if someone ran into a large, slow arc, or it's a chaotic melee and the positioning and timing is awkward, it won't deal full damage. What would be your recommendation for handling such scenarios on a large scale, dozens of actors?
>>
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Why is the video related happening?
You can see the rotation printed on the command line.when its 0 it makes sense but when its 180 it goes crazy
>>
Do people actually use Love2d? Why?
>>
Use your personal twitters to cry about Trump, when I follow a game's twitter it's because I want to know whenever there's an update, I don't want my feed flooded with your tears.
>>
>>166875354
Degree/radians mixup?
>>
>>166875354
Have you tried changing it to radians instead of degrees?
>>
>>166875421
its a convenient red flag to let you know to stay away from that dev
>>
>>166875354
literally useless info
>>
>>166875354
Because it uses radians not degrees
>>
>>166875480
>>166875483
>>166875547

Oh, the editor option for it was in degrees but it is in radians for code thanks for the reminder
>>
>>166875421
My dev twitter is my personal twitter.
Except I don't tweet about anything other than gamedev.
>>
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>>166875421
>>
>>166875523
I dislike trump, but I will never talk about politics.
How does it feel knowing you could be following a democrat and never even know it?
>>
>>166875302
I'd do a series of a few nested boxes, each progressively larger, radiating out from the pivot point of the swing. That way, a swing which connects "fully" will overlap multiple hits, and do more damage, while a swing that only nicks the enemy with the outside edge of the swing will only do small damage.

Just do a 4-box check for that one frame, and then determine damage and knockback by counting up the number of boxes which connect.

Point is, I'd still do a single-frame check rather than trying to check how many unique actors are hit in a single swing across multiple frames with a string of traces or overlaps
>>
>>166875739
feels like I don't give a fuck
>>
>>166875792
good luck balancing that
>>
>>166875421
>follow a twitter of cute dog pictures
>someone takes issue with them tweeting a picture of a dog in support of the women's march
>they break character and begin swearing at the person
I mean really

It's your job to post pictures of dogs on the internet, but suddenly people should respect your politics
>>
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Been messing around, writing, and re-writing ship stuff until I got to a place where flying feels good. I’m basing a lot of the mechanics off of the 88 Flak Freelancer mod which stumbled upon what I think is the single best mouse driven space combat ever, hands down. It feels so fluid and responsive.

I’m pretty happy with how this feels. When I get the engine effects working it’ll be more obvious what’s happening, but there’s a combination of mouse wheel driven throttle which sets your constant forward speed, and an afterburner triggered with W that boosts your forward speed even more. Meanwhile A/D strafe, and S would reverse, but I haven’t written that yet. It’s super intuitive and feels great.

It tickles me that the more I work on this, the more it’s starting to look like a Unity game. Probably says more about me than anything else, but I still think it’s funny.
>>
>>166875421
"artists with mission" who merge their personal and art/project/whatever the hell twitters are annoying
>>
>>166875302
If I understood you correctly, I'd have a curve determining which parts of the animation are dealing full damage (preferably in a way you can easily edit). The curve acts as a percentage scale. When the enemy got hit at that moment, you scale the damage according to that curve. You could also additionally scale it with which part of the blade the enemy got hit with, if you want that.

Which means I'd go for a continual check, and not a single-frame check. A Mount and Blade game tries to be more realistic than a Musou game anyway.
>>
>>166874198
>You must enginedev.
Why? Was I hit in the head and forgot how to use Unity?
>>
>>166875792
I've only just begun so I'm rather confused on the technicalities. You're saying it's either not possible or not performance ideal to directly detect the progression into the swing?
Also isn't there a problem with that method - the beginning stages of the swing will overlap all the boxes, when the point is that there's still not enough momentum for full damage?
>>
>>166876463
Oh, that sounds really great, how do you think it would be performance wise though? And can you do a hybrid where it detects certain ranges within the curve and applies flat damage accordingly?
>>
>>166871314
Yes. No-one has ever remarked that indented ifs cause errors in production environments. I am glad we have solved this.

Actually, are you even aware of the most common error it causes? Can you explain it?
>>
>>166875302
>>166875792
>>166876463
tl;dr

You do single unified collision check. Then if it has collided you do your variable damage checks. Splitting things up for all tests is simply not efficient and is in reality something that can cause slow down.
>>
>>166819746
custom engine?
>>
>>166874198
>>166874270
thirding
>>
>>166876071
Do you have any interest in designing fleet combat?
I've never played Freelancer, but I liked how Freespace had anti-fighter corvettes that you had to stay clear of and let allied corvettes handle.
>>
>over the age of 16
>still using degrees instead of radians
fucking explain yourselves
>>
>>166877320
I blame the 80s.
>>
>>166876698
*shrug* a lot more factors will determine whether the game will end up slow or not, not just the method of hit detection.

You also should consider the fact that, while you do have dozens of enemies on the map, it's not likely a single strike can possibly hit all of them (if we're talking about a Mount and Blade kind of game) so the act of storing unique actors might not be as computationally expensive as it seems. Perhaps you might hit only up to 10, maybe? So you could create a fixed-length array of 10 so it won't create a new list over and over.

>can you do a hybrid where it detects certain ranges within the curve and applies flat damage accordingly
that's really up to how you do your calculations. it's certainly possible. you could set that the lowest point of the curve will deal a set amount of damage, instead of just 0. and getting hit in the middle (in terms of the y-axis of the curve) is a blend between the flat damage and the optimum damage. (50% means you deal midway between the flat damage and the optimum damage)

up to you if you want to listen to >>166877094
>Splitting things up for all tests is simply not efficient and is in reality something that can cause slow down.

my advice is, if you have the patience and inclination, try them out, benchmark them, compare the results with each other.
>>
>>166877320
Can't 360 no scope in radians
>>
>>166876492
Thanks for posting.
>>
>>166877752
>>
>>166877417
What I mean to say is that if you have many actors swinging and are doing checks for each, you will see this as a performance bottleneck. The nature of collision detection makes this slow, so cutting your checks by a half/third or more is definitely something to target.

Early optimisation is the devil, but picking the right, simple method first is golden.
>>
>>166877417
>>166877094
Aight, thanks a bunch for the advice, I at least have an idea of what to try now.
>>
>>166877871
yes, definitely. but from what I understood of what he wants. that ends up being a compromise on the intended design. he wanted that in the first few frames of animation when the swing hasn't reached the apex yet, damage dealt is low, while damage dealt is highest the moment the swing animation is at its highest. I don't see that achievable with a single-frame check.

if the enemy got hit with all the nested boxes even when the attack animation is only starting, that doesn't achieve the intended design. it's simple, but not "right". anyway, it's not my game to defend, so I can at least say your point is also worth considering for him.
>>
>>166874724
Text but a tiny bit of voicing, the first line or RF4 style with "hmm?", "ahh", "ha-ha!", etc to give enough flavor.

Full voicing is stupid as fuck until that deep learning mumbo-jumbo makes text-to-voice cross the uncanny valley. I almost never sit completely through an NPC voicing their dialogue, it's a giant waste and increases the overhead of content by a large margin.
>>
>>166877426
lel
>>
>>166878478
I do not see how it compromises the design, sorry.

Give the collision resolution system insight into the animation state and base the damage values off of that. If you can properly place the collision volumes, as in the other solution, you can definitely compute the same volumes/ranges at collision reaction time.
>>
>>166878742
>If you can properly place the collision volumes

Kind of a big if. We haven't seen what attack animations there are, how the attack swings curve, shape of the weapons, shape of the collision boxes of the enemies. We haven't even tested any of this being that all this discussion is all theoretical.

It could work, yes. There's merit in trying it out. But I wouldn't be so confident to say that it'll work 100% as expected and all of the time until we see results.
>>
>>166874198
it makes zero difference
>>
>>166879096
I'm straight up saying it will work. It stands to reason. Regardless of what solution you use for the initial collision determination, deferring the more complex checks to resolution stage is going to be the same, or less, complex, code side, than putting it up front. Again, if you are able to implement what ever successfully, you can do the exact same implementation in the later stage. The only difference is the cost.

As an example, this is akin to working out and queuing up all the state changes, health changes, stat changes, score changes and THEN going and checking if they actually hit and throwing away all the queued up stuff. It is more obviously wrong, but it is actually the same situation!

Further, this goes the other way too. Before you check the collision volume, you might check some spatial partition and adjacency. You might check friendly/enemy flags. You go from least expensive to most expensive checks in a hierarchical fashion. This is known to be correct and useful. The example I am pressing fits in this hierarchy just the same.
>>
File: SweatingTitan.png (264KB, 456x356px) Image search: [Google]
SweatingTitan.png
264KB, 456x356px
>>166852568
My fellow man of a darker tint. I still break it out from time to time. I have yet to find another character that can beat Krunk's charm.
>>
File: NoBully.webm (2MB, 800x420px) Image search: [Google]
NoBully.webm
2MB, 800x420px
>>
>>166882779
looks like mario 3d world, and I mean that in the best way possible
>>
>>166856236
I still dont know what the fucking game is
Thread posts: 773
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