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/agdg/ -- Amateur Game Development General

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 791
Thread images: 118

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You'll Cowards Don't Even Make Game

> Upcoming Loli Jam
https://itch.io/jam/agdg-loli-jam-2017

> Upcoming Demo Day 14
itch.io/jam/agdg-demo-day-14

> Play Demo Day 13!
itch.io/jam/agdg-demo-day-13

> 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
>>173118204

> Previous Demo Days
pastebin.com/rmiZV5yX

> Previous Jams
pastebin.com/LKEdLxdG

> Engines
Construct 2: scirra.com/construct2
GameMaker: yoyogames.com/gamemaker
Godot: godotengine.org
LÖVE: love2d.org
UE4: unrealengine.com
Source: developer.valvesoftware.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
>>
AHiT when?
>>
Post terrible code
>>
Languagedev in Rust
>>
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>>173174968
>>
Fourth for if we had and agdg board there wouldn't be silly engine wars every 5 minutes
>>
>>173174948
>this isn't even TEXTURED
the fact of the matter that Unity is probably the ugliest commercial engine out there but come on dude thats clearly textured, those bricks arent 3d its just ver well bumpmapped

you can see it on the pillars, theyre completely flat-edged in profile against the sky but are self-shadowing and shit
>>
the unity engine is objectively shit
>>
Which engine will you use for your NEXT game?
>>
>>173175291
my studio's in-house engine
>>
>>173175275
But its one of the best for mobile!
>>
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finally redid my strafe aiming system. i also made a prone aiming system, no actual prone button yet.
>>
>>173175291
the same I'm using for my CURRENT game
>>
>>173175489
NO
YOU DON'T HAVE ULTRA REALISTIC GRAPHICS BECAUSE YOU'RE USING UNITY
REEEEEEEEEE
>>
>source """""engine""""" op
holy shit delete this
>>
>>173175291
I wonder if there will be a next
>>
>>173174603
That image seriously triggers me holy fuck.

>needing a txt file for every material

KILLLL ITTTTT
>>
>>173175636
man, /agdg/ has some serious autists.

I mean they get proven wrong about something a whole thread ago and now have to run around screaming about it still like little faggots.

why do you suck Unity's dick so hard? my only guess is that you're a developer and/or paid shill, otherwise you wouldn't take everything so personally.
>>
>>173175636
It wouldn't hurt him to put some tonemapping on.
>>
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>>173175186
This is better than baka text scripting!
>>
>>173175769

yea so much worse than literal pedophile OP's.
>>
Unity GameMaker UE4 Godot They are all good engines now stop complaining and make a game holy shit
>>
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>>173175769
Sad OP is sad
>>
>>173175901
Holy shit that's amazing. I thought I had laid claim to most clusterfucked blueprint layout with Mayhem League but that takes the cake.

Why the hell would you design your BP that way?
>>
>>173175993
How else would you design it
>>
>>173175993
Those 2 lone nodes bottom left have literally no reason to be there, I assume it was just made for the memes.
>>
>>173176062
This is liking asking how you code a game without using a monolithic main loop
>>
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>>173174968
My personal favorite.
It's so elegant, you know something is very, very poorly written, but you will never see it. This is art.
>>
What's the engine with easiest online multiplayer setup?
>>
>>173176201
UE4
>>
>>173176201
Probably Source or UE4.
>>
>>173175848

he's just messing around.

>>173175890

i don't know anything about that general kind of thing yet. i've been putting all my effort into the movement system so far. i'll deal with visuals when i have a fun game.
>>
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>>173176062
This is Dixie's main character BP.

I consider it fairly disorganized; I could do a LOT to clean it up if I felt it was worth the time (for example, if someone else was working on it with me).
>>
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I've finally tamed the shader I had problem with
>>
>>173176201
UE4
>>
>>173175901
>when your "code" looks like a monstrosity from beyond the stars
>>
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>>173174968
Not mine, but I've done this before. Remapping values for a neighbor aware tile grid. I used a dictionary to store the values, but I still don't know a better way of doing this sort of thing.
>>
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>tfw just wasted a few hours on this
>I'm probably not even gonna use it in a game
>>
>>173176285
>visual scripting brainlets
Cmon senpai, you have been working on mayhem league since forever and you should have picked up some proper c++ by now.
>>
>>173175291
probably the "engine" I built in love2d, possibly something more powerful and popular
>>
>>173175291
I'll probably continue to be a filthy shameless engine dev if I don't die
>>
>>173176201
unironically Source, it has an option for it when you first get Source SDK to spit out all the source code for you
>>
>>173176473

not sure about that spoiler looking back wing. rest of it looks fine.
>>
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>>173176197
well the "else { if (false) {} }" doesn't do anything so that's already badly written
pic related though
>>
>>173176504
Why? Still don't need it.

Especially now that blueprint>c++ nativization is out of beta and working properly.
>>
>>173176394
>Remapping values for a neighbor aware tile grid.
There's ways to reduce the complexity. First of all you can split tiles into quadrants, then you have 4 * 2^3 = 32 possibilities instead of 2^8 = 256 possibilities. When you cut it down like that, it's much easier to program the mapping from bitmasks to tiles. Also, the mapping is similar for each quadrant so you really only need to write logic for 8 masks. Not bad.
>>
>>173176394
This is fine if you want the tileset image to have a proper non-random arrangement.
>>
>>173176504
To be fair ue4 is such that blueprints are significantly more powerful, functional and stable than the C++ api.
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>>173176689
It's supposed to come off and become the board, I was just in a rush
>>
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>>173176359
plus an in-game screen
>>
>>173175901
>when your "code" looks like it should be fucking a Japanese loli
>>
>>173176504
Just from that image you'd have no way to know how much C++ was involved.

I mean I know none, but still. Literally no one makes a UE4 game with no blueprints.
>>
>>173175291
current game: my own
next game: Unity

2D is one thing, but I ain't making an entire 3D game on OpenGL. I need time to actually make the game.
>>
>>173176708
If by 'working properly' you mean it crashes the engine, that is.
The point is to reduce "code" complexity and improve maintainability though. Just a simple example: you couldn't copy-paste a blueprint from UE4 into a unity project.
>>
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>>173174968
not terrible, but my favorite that I've seen here
>>
>>173175489
nice wiz_mud expansion
>>
>>173176394
>>173176717
Also, you can see even in that image that there's a pattern to be exploited to cut down the code a shit ton.
>>
>>173175901
>this is how Italians cook their code
>>
>>173176879
Why would anyone go from UE4 to Unity though
>>
>>173175901
>when your "code" is on your shirt already with your mom's spaghetti
>>
>>173176879
You can't copy-paste C++ from UE4 and have it work in Unity either, what the fuck are you trying to say?
>>
>>173176504
I enjoy working with visual scripting because it doesn't let me hide from how much of a clusterfuck my code becomes. When it becomes a complete spaghetti mess, I'm forced to reorganize and optimize everything so it's not painful to look at and usually end up making things faster and more flexible because of it.
>>
>>173176956
Italian here, use superior Unity
>>
>>173177064
>italian
>white
>>
>>173175901
>when the news goes crazy over a new giant species of squid and it turns out it was your code
>>
>>173177056
You can, not only because the basic structure is the same and properly written code is composed of separable parts, but also because the main buildingblocks are the same so you just have to rewrite the engine-specific parts, and chances are there's a direct equivalent in the target engine.
>>
>>173176809
>>173176359
hopefully that's optional right?

i hate crt shaders
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>>173177169
That is correct
>>
>>173176504
Actually, people who prefer C++ when Blueprint would work are the brainlets. Like >>173177060 points out, Blueprint is basically functional programming and so there's a lot of friction against writing spaghetti (it actually literally looks like spaghetti). Blueprint also has things like delay nodes that would be really hard to express in C++.

>>173177191
You use C# in Unity.
>>
How many party member you prefer to have during combat in a RPG?
I prefer 5, but it seems like 3 is the standard. Why?
>>
>>173177227
sure thing, by default you get the crisp 1bit look
>>
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What color scheme should I give the hilt, boyos?
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>>173177316
Zero, fuck teams.
>>
>>173177303
Come back when you know how to program hello world.
>>
>>173177493
module Main where

main = putStrLn "Hello, world!"
>>
>>173176359
>>173176809

looks dope
>>
>>173177369
NICE BUSTER SWORD RIPOFF FAGGOT
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>>173176359
So uh, no one is going to mention that ass?
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>>173176717
Thanks, next time I'm making a tilemap I'll try that out.
>>
>>173176234
>>173176261
>>173176365
>>173176646

Time to learn C++ then.
Thanks.
>>
>>173177369
Rose. I'm not even joking.
On another note, is looks like the Buster Sword. Is that intentional?
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>>173177898
Not him, but the Buster Sword itself just looks like a gigantic box cutter/pen knife blade.
>>
>>173177732
THANKS QUEER

>>173177898
I'm drawing a whole bunch of swords for my game. Some of them are bound to share resemblance to other, more iconic swords. I try to keep them as unique as I can though.
>>
>>173177898
When you say, Rose, you mean the cross part right? If so, know that it's actually against the fucking Geneva convention to have red crosses in video games.
>>
>>173175291
Currently using Gamemaker, but Godot seems straight up better. It even has a usable language.
>>
>>173178173
>Buster sword with a white pride symbol
>unique as I can
I wonder what the rest of the swords look like.
>>
>>173178440
>white pride symbol
???
>>
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>R loli M I N D jam R
loli jam runs April 1 to 15
post your progress in the thread to cause endless REEE from normie shitposters
upload your game to any filehost and link in the thread
if you get banned we will honor your memory
lolijam friendly irc is #AGDC on rizon.net (irc://rizon.net/AGDC)
>>
does a visual novel with rpg stuff count as gamedeving?
renpy can handle at least a dungeon crawler
>>
>>173178626
True games don't have stories.
>>
https://blogs.unity3d.com/2017/03/31/5-6-is-now-available-and-completes-the-unity-5-cycle/
>>
>>173178395
>mfw it is true

I still don't care, though.
Use Rose and don't think too much about it, any controversy might actually give your game some free publicity you will need.
>>
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>>173177732
>>173177898
>>173178440
How does that look like a buster sword? Is it just the shape of the blade?
>>
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is this nauseating enough?
>>
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>>173179217
I mean, it DOES look pretty cool...
>>
>>173179261
There's nothing about it that doesn't look like a buster sword other than the white pride symbol.
>>
>>173178395
Technically I think it's "red cross on a white background" which is trademarked, not just any red cross.
>>
>>173179425
for healers only
>>
>>173179357
you need the entire stage to be a boat rocking against the sea. DO IT.
>>
>>173178395
>it's actually against the fucking Geneva convention to have red crosses in video games
it's not the geneva convention, it's normal copyright iirc

only states and state agents can be tried under the geneva convention
>>
>check previous thread
>autistic shitposter spent 19 hours talking about me or as me yesterday
hope he's sleeping well.
>>
>>173179471
A cross is now a white pride symbol?
>>
>>173179754
don't start this shit again you autist
>>
>>173178864
>Unity 5 is now deprecated
>be a good boy and pay for 2017 now
After all the bullshit and lies they pulled with 5, I can't even be bothered to move on to their next version. I'd rather give Epic its 5% then sit around hoping Unity will finally fix their fucking garbage collection stuttering issues.
>>
>>173179754
Even if gogem dies he will live on through shitposters anyway.
Maybe he's already dead, who knows?
>>
>>173179261
I agree, but if you still don't want to keep it a Red Cross then I would suggest changing the symbol a bit, instead of changing the color. Rotate it to make a X or something.
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>>173179425
I actually quite like that.
>>
>>173179873
as long as he's cozy in bed nothing starts, pray for sweet dream
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>>173179997
just don't use a fucking trip.
>>
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>>173179831
A cross in a circle, or Celtic Cross, typically is
>>
>>173180248
Are we gonna take this bait to its ultimate conclusion and talk about how [anything not white]-pride being okay but white pride not being okay is a racist contradiction?
>>
>>173179967
>>173180248
Well, I had the cross green because I was planning on having the sword in a Celtic-inspired level. I'm not entirely sure about that anymore, but the sword still has to reflect the level it's found in.
>>
>>173180490
No, the conclusion is that the buster sword has a white pride symbol on top of it, plain and simple.
>>
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>>173180574
do a trinity knot instead, less obvious religious imagery but still very celtic
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>>173180640
White pride midgard wide.
>>
>>173180701
IMO even more celtic

If I had to select one image that conveyed "celtic" I'd go with that or a celtic labyrinth
>>
>>173180701
I was actually thinking about something like that on the cross, but with 4 points instead of 3. If it comes off as a "white pride symbol, so be it. Controversy is free advertising and my game is already gonna have a furry slaughtering level, so it's not like being too edgy is something I'm concerned about.
>>
>>173180574
use the Unicursal Hexagram, it looks coolio
>>
>>173181086
Already have that on another sword. I'd post it, but it's just a sketch atm
>>
>>173181236
Don't tell me you're just putting generic random symbols in the hilts of generic swords.
>>
Hey fellas. It's the guy who made the dragon thing, if anyone cares. Still make it too.

But I'm making a mobile zombie game right now. And I kinda don't know how to art. I want to get a nice top down style using something like the teddy's from conker. but I kinda suck. How can I replicate it that look from the top down of a guy in an army hat but kinda cartoony proportions?
>>
>>173181415
Some of them have stuff like that. Like, I have a retro sci-fi design with a hilt that kinda looks like the Jimmy Neutron atom logo thing. Most of them aren't though.
>>
>>173181618
Anon, that's shit design and I recommend you trash it all.
>>
>>173181698
Deleting all of my game dev files as I type. Thanks for shutting me down early.
>>
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>>173174968
>>173176394
I was doing the same thing here. I made it so that you can create a pattern with three different states (no tile, has tile, indifferent). Then it dumps the tile assigned to pattern into an array which represents neighbor masks.
It looks bad, but actually it's pretty good in use. You can do inline operations like rotation and rendering to streamline the process of defining custom autotiling.
>>
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The weekend jam theme has been announced. It is "micro/small".

The jam officially starts in 24 hours and goes for 3 days.
>>
>>173181985
Can I make a game about my penis?
>>
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i think i might've gone overboard with these proportions. thoughts?
#lolijam
>>
>>173178626
>>173178691
i kinda want to switch from gamemaker to something simpler
>>173182198
this is fucking terrifying
>>
>>173182198
ALL THE WAY THROUGH
>>
what does agdg think about godot? i kind of remember you discussing it in previous threads but i wasn't paying attention

is it better than gamemaker?
>>
>>173182382
>from gm to something simpler
What the fuck anon, it's already one of the simplest engines around that aren't complete trash.
>>
>>173182508
use godot if you don't want to learn monogame or something that's actual big programming, but don't want to seem like a babydev for using gamemaker
>>
Anyone know a WebGL/OpenGL/whatever program with a good transformation matrix and matching vertex shader that I can steal?

My own transformation matrix + vertex shader almost works, but I can't get it quite perfect; either it has cutoffs too early, or it shoots vertices everywhere when said vertices go offscreen.
>>
>>173180974
>furry slaughtering level
I'm really surprised that I've never seen this before but I really want it.
>>
>>173183036
Sounds like you have a malformed projection matrix. Are you using a linear algebra library like GLM?
>>
>>173182198
>dumb animeposters wanted to see deformed moeblobs getting fucked when they forced in this jam
>this is what they get instead
>>
>>173183297
actually that is not what they get at all, already deleted that sketch wont be in the game, posted because it was silly
i want the ero scenes to use interesting angles so it takes a few go's
>>
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>>173183274
Nope, it's all manually written.
Here's the projection matrix.
0,0 and 1,1 (or 1,1 and 2,2, I forget if the upper left corner is 0 or 1) of it look weird but it's irrelevant to the problem, it's just a way to make it scale nicely on canvases that are either wider than they are tall or taller than they are wide, rather than one or the other.

The rest of the projection matrix may be transposed from what you expect, but that's because it's written to be compatible with WebGL being column major, it makes no difference if the whole program is rewritten with row major then transposed; I tried that.
>>
>>173174968
>>173184003
>>
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>>173176702
>Bad programming in Lua
This is a project I'm really glad is in the garbage
>>
Is it a legitimate fear to worry about posting progress because you fear people may steal assets?
>>
>>173183814
this changes everything
>>
blender noob here. when should i use multiple objects for my mesh? if i were making a bike the wheels would be a separate object from the body right?
>>
>try out godot because of the memes
>only option is 'play in browser', says I have to add export targets for other shit
>sure, let's go ahead and do that!
>error: export templates are missing, click to fix
>empty list with download button appears
>press download, nothing happens
>locate the official godot released templates, put them in the right spot and 'install from file'
>error: version.txt missing from templates!
HOLY SHIT WHAT A FUCKING MEME
>>
>>173184467
If they can steal your asset and use it in a game before you then you have failed.
>>
>>173184003
This doesn't look like any kind of projection I've ever seen. Vaguely orthographic, but with modifications that I don't understand (please use descriptive variable names, what are s and p?) that are likely to fuck things up.
>>
>>173184537
in general no-one talks about it, but if you want to use godot, you must be ready to read its source code from cover to cover and meddle with it often
>>
>>173184537
The export templates are right there in the download page, how incompetent can you be?
Do you even read the pages before clicking the big download buttons?
>>
>>173184003
huh... have you tried identity + 1/c at [3, 3]?
>>
>>173184467
This is why so many people are against 3D games here. They can't steal models from a picture.
>>
>>173184668
Why would you think you need to download an external thing to even get the engine to run anything in the first place, shill?
Moreover, try reading the post before replying to it, it makes you (and thus your engine) seem less retarded when you don't, in fact, address points that were already defeated in advance.
>>
>>173184659
You don't ever need to read the source code to make a complete game in Godot, it's designed with ease of use in mind.
>>
>>173178395
>it's actually against the fucking Geneva convention to have red crosses in video games
You're joking there's no fu-

Holy shit. Why the fuck is the red cross not allowed in vidya?
>>
>>173184579
S is scale, p is... perspective?
I think that's what it means, I did this a while ago.
If p is 0, it becomes orthographic.
It's 1 normally.

The n-- and p-- are something to do with a camera translation so that when the camera rotates, it doesn't look like a point 1 unit in front of the camera is being orbited.

It's something of a coding clusterfuck which is of course why I want to steal other code.
>>
>>173184558
Because I'm too slow or because I gave them my assets?
>>
>>173184808
It's not my or the engine's fault that you are too retarded to read simple instructions and put files in the correct places.
>>
>>173184467
no
>>
>>173184932
Actually it is.
>>
>>173182198
Is that dick? Is that a baseball in her mouth?
>>
>>173184890
>S is scale, p is... perspective?
Perspective matrices have 0 in the bottom-right spot, orthographic matrices have 1. That's one thing right there.

>The n-- and p-- are something to do with a camera translation so that when the camera rotates, it doesn't look like a point 1 unit in front of the camera is being orbited.
This is ridiculous. What you need to do is take simple transformations and multiply them together. This function is trying to do way too much at once.
>>
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>>173184505
you will fap whether you want to or not, i can promise that.
>>
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>>173184716
>>
>>173185120
That simple transformation is in fact multiplied somewhere else, the n-- and f-- are just to make everything more coherent.

Also, what does that thing in the bottom right spot do exactly?
>>
>>173185017
it's a delicious subway sandwich
>>
>>173185286
Also I should add, what kind of vertex shader should I be using?
>>
>>173185239
ayy
>>
>>173185239
how did you know i have a thing for lamps
>>
>>173185120
No, it's 1 at the bottom. Work it out yourself. W is 1 + z/c such that x, y are x/(1+z/c), y/(1+z/c) respectively. The +1 is needed.
>>
>>173185239
Jesus fuck you are so bad at drawing anything. I'd rather fap to daco's awful gay fat inflation shit than your crystal treatment giraffes.
>>
>>173185286
>That simple transformation is in fact multiplied somewhere else, the n-- and f-- are just to make everything more coherent.
What you should do is have separate perspective and orthographic matrix constructors for starters. Then do your near/far plane change in the branch where you choose your perspective matrix and not your orthographic matrix.

There's a reason that it's common practice to split transformations into model, view, and projection, it's a lot easier to reason about. Model transforms the object, view transforms the camera, and projection specifies the frustum.

>Also, what does that thing in the bottom right spot do exactly?
Switching perspective and orthographic based on homogeneous coordinates. It's a lot to explain and I only have an intuitive understanding of it so I don't think I could explain it.

>>173185415
What do you mean what kind?

>>173185587
M[3,3] of perspective projections is zero, M[3,3] of orthographic projections is one.
>>
>>173185568
reddit surveys

>>173185765
whether you want to or not
>>
>>173185991
Is ass just a meme or what?
>>
>>173185917
Completely wrong. M[3, 3] of a perspective projection is 1/c where c is the focal distance, M[3, 3] of orthographic is 0.
>>
i'm an artfag who just wants to make a pretty game that I think is fun and practice animation.
Are there any inherent differences with the way GM:S 1.4 handles art vs Unity? Sprite resolution caps, animation differences, etc?

Not too worried about how hard either is to learn, just wondering art-wise which is less shitty to work with
>>
>>173186120
oh wait, I mean M[3, 2], M[3, 3] is 1 for perspective and 0 for ortho. Look, it's not fucking hard. Draw yourself a picture if you need to. The equations are easy to derive.
>>
>>173186256
>M[3, 3] is 1 for perspective and 0 for ortho.
It's the opposite. In any case his is 1 all the time even though the function should be able to produce either.
>>
>>173186191
>i'm an artfag
furryshit is not art
>>
>>173186321
Again, it's trivial for you to derive your equations on your own. What do you gain from being so stubbornly wrong on such a trivially verifiable issue?
>>
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>>173186098
everyone likes ass
>>
>>173186370
Orthographic (1):
https://msdn.microsoft.com/en-us/library/windows/desktop/bb205346(v=vs.85).aspx

Perspective (0):
https://msdn.microsoft.com/en-us/library/windows/desktop/bb205350(v=vs.85).aspx
>>
>>173184537
>even the completely manual method (the one that's more manual than manual install) doesn't work
Meme/10 won't touch again this decade.
>>
>>173186331
no it isn't, but that doesn't answer my question.
>>
>>173186538
Holy shit. At least read what the fuck it says instead of copy-pasting shit you clearly don't have a single fucking clue about. Are you still in middleschool or fucking what? Fuck.
>>
>>173176285
sexy
>>
>>173186191
I don't know about Unity but GM is simple to work with and has no showstopping limitations.
>>
Does anyone have any character design references they'd like to share? Or even tutorials tbdesu. I think my artist knows even less than I do about the topic.
>>
File: ereres.jpg (43KB, 320x574px) Image search: [Google]
ereres.jpg
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>>173186879
>>
>>173186717
Are we even talking about the same element? I used zero-based indexing because we are talking in a programming setting. Because those pages clearly show that I'm right.
>>
File: Capture.png (11KB, 583x285px) Image search: [Google]
Capture.png
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>>173185917
I mean, what should the vertex shader look like?
My transformation matrix is fairly standard, except that it only passes one matrix into the vertex shader.
Pic related.

By the way, I tried changing "n--" to "n-=5" in the projection matrix and suddenly it looks perfectly fine, but I don't like it because I don't know why it makes sense, it should just be n--.
>>
>>173187023
This whole garbage shows that you literally do not understand elementary algebra.
>>
>>173184414
you could do that in Javascript or Perl or a hundred other languages too, nothing there is unique to Lua except "nil" to mean "unallocated" and the colon (:) to replace some instances of the dot joiner (a.b)
>>
>>173187076
Generally you pass the model, view and projection separately and multiply them in the shader. Please, for the love of god separate them. Do your camera transformation for orbiting with the view matrix, don't just make random changes to the projection matrix that is not actually just a projection matrix.

>>173187143
You're being incredibly vague about why you think I'm wrong in a way that makes me increasingly think you are just shitposting.
>>
>>173187154
All I said was it's bad programming and it's in Lua, I didn't even imply anything in it was exclusive
>>
>>173178173
that hilt ruins it.
>>
>>173182508
For 2D, no doubt Godot is the best choice.
For 3D, it's better than Gamemaker. Godot 3 has PBR, and other 3D improvements, but we'll see how it compares to other 3D engines once its stable release comes.
>>
File: SadMan1.gif (2MB, 238x271px) Image search: [Google]
SadMan1.gif
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Sculpted another head

Yeah, I don't even know anymore
>>
Pls gib ideas for settings
>>
>>173187321
I have them separated, but they multiply outside of the vertex shader for better performance.
It doesn't matter, mathematically it's identical to multiplying inside the vertex shader.

So how am I supposed to solve the issue with it orbiting if not in the camera and projection matrix?
It'd be really useful to know an alternative, the problem is that all the WebGL tutorials I can find actually leave the orbiting issue in there which is fucking retarded.
Also, now I'm really confused as to whether the bottom right corner of the projection matrix should be 0 or 1.
>>
>>173187818
what a cute loli
>>
>>173187894
Oh, gogum
>>
>>173187826
Resolution and keybindings
>>
>>173187826
Audio
Resolution
Vsync
>>
>>173187826
Low
Medium
High
420
>>
>>173187629
Freudian slip in reading I guess, I thought you said you were glad the language was in the garbage
I should sleep more
>>
>>173181985
Really wish it lasted more than 3 days. The weekend is the worst time for devving for me.
But I'll see if I can make something.
>>
>>173187818
no one knows what it's like...
>>
>>173187848
>I have them separated, but they multiply outside of the vertex shader for better performance.
Well, yes, you don't HAVE to multiply them in the shader. That's generally what is done, though, as when your shader gets more complex you may only want to use the model matrix or just the model*view for some things.

>So how am I supposed to solve the issue with it orbiting if not in the camera and projection matrix?
You do have to do it in the matrix, but you don't do it by poking and modifying individual elements. You multiply a chain of transformations together.
Orbiting is just:
1. Translate
2. Rotate
3. Translate back
This would be (at least part of) the chain for your view matrix.
>>
>>173187826
Hard
Normal
Game Journalist
>>
>>173187970
>>173187949
>>173187941
I bet you faggots think your real clever, don't you?
>>
>>173184537
>download godot
>download export templates
>install export templates
>it just works
I have no idea what you're doing wrong, how did you manage to mess something this simple up?
>>
>>173188221
Yes.
>>
>>173188158
Those 3 steps are what I do to change it from orbiting to point-of-view, but I still need to have that n-- and f-- thing in the projection matrix to make the specified near and far cutoffs true, otherwise I'd have to say that a point-blank cutoff is -1 rather than 0.
I think that this part is not the source of the problem.

I just remembered that the source of the problem is definitely the vertex shader.
The issue is that I don't know what's going on with the depth.
Check out >>173187076 again.
gl_Position.w affects gl_Position.z I believe, and that causes issues.
Specifically, the near cutoff is too far from the camera, and the far cutoff is nonexistent.
That's why I need to know what the vertex shader should be like!
>>
>>173188221
>Asks for ideas for settings
>Receives ideas for settings

What were you expecting?
>>
>>173188742
The vertex shader is fine.

>I still need to have that n-- and f-- thing in the projection matrix to make the specified near and far cutoffs true
Just pass in different near/far values to the function, Christ. Anyways, you need to remake your entire perspective function from scratch to actually work. Just Google it, or even better find a library so you don't have to do this stuff yourself.
>>
https://github.com/godotengine/godot/issues/6272
my computer can't run godot lol
>>
>>173188995
>no GPU
wew
>>
>>173188854
Ideas for settings like "Forest", "Space", "Underwater"
>>
>>173189076
there is literally nothing with having integrated graphics
>>
>>173188995
Godot already requires lower specs to run than most modern engines. There comes a point when you need to upgrade from your 10 year old hardware.
>>
>>173189210
You don't even have integrated graphics.
>>
>>173187806
>GM works
>Godot doesn't
>someone godot is better than anything
lol
>>
I cant make 2d art. Where would I find assets aside from OpenGameArt? What do you non-art designer anons do in these type of situations.
>>
>>173188992
Why should I modify what passes in the values?
Near and far are never not going to be reduced by 1, it just overcomplicates things to have it outside the projection matrix.

Also, the vertex shader isn't fine.
There are two variants of it that I've tried, and which issue the program has depends on the variant used.

gl_Position = position
This one messes up the near and far cutoffs, but that's the only issue.

gl_Position = vec4(position.xy/position.z, position.z, 1.0)
This one has correct near and far cutoffs but vertices jump around when they go offscreen.
>>
>>173188230
>download godot
>dowload export templates
>install export templates
>"error: version.txt not in archive"
>it just doesn't work
>>
>>173187826
whatever the fuck dishonoured is
journey setting
the science fantasy thing hld and horizon zero dawn has
>>173189283
7 years old
>>173189327
yes i do
>>
>>173189475
Neither of those are what you have in the screenshot. If the vertex shader in the screenshot doesn't give you results, it's because of the matrix.
>>
>>173189529
>google error
>find out what you did wrong
>>
>>173189689
But if the matrix is the issue, why can the near and far cutoff issue be solved by changing the vertex shader at the cost of introducing a different bug, all while leaving the matrix unhanged?
>>
>>173189724
>google error
>not even a single hit, let alone irrelevant hits
>>
>>173189529
I downloaded to see if you were right or not. I don't know what to tell you, I downloaded it from the official website without issue.
>>
>>173189676
The Athlon 5400B does not have integrated graphics. If you're using Windows, if something wants to use OpenGL it has to do so with the Windows-provided 1.1 software renderer.
>>
>>173189847
I downloaded everything from https://godotengine.org/download
>>
>>173189840
Then you better report this bug!
>>
>>173189397
Godot is better than Gamemaker, better performance, more flexibility, and real 3D support. Personally I think it has a better workflow and language as well.
But if you can't get it to run, then maybe Gamemaker is better for you.
>>
>>173189816
You didn't use the matrix here.
>gl_Position = position
>gl_Position = vec4(position.xy/position.z, position.z, 1.0)
>>
>>173189983
But position = matrix * vec4(vertexPosition, 1.0)
>>
>>173189864
no, the motherboard will have integrated graphics in the chipset

otherwise he couldnt have even a screen attached to the pc
>>
All enginedevs should assemble and work on the same engine instead of scattering. It would be more productive, probably more fun, and you can just fork everyone's work once you've had enough of everyone else being retarded, if that's your thing.
>>
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>>173189968
>Godot is better than Gamemaker, better performance, more flexibility, and real 3D support.
>better performance
>doesn't even perform
>>173189864
intel i3
>>
>>173190125
hobbyist enginedevs do that because they want to do it all from scratch, if you're working with others, you're not doing it all, which defeats the whole purpose of the thing.
>>
>>173189195
Jungle pyramid
Desert diner
Underwater bus
Space farm
A city built inside the corpse of a dead god

What are you going to do with these environments, anon?
>>
>>173189409

anyone?
>>
>>173190158
So, Godot is a shit engine because you're using old hardware that Godot doesn't run on?
>>
>>173190354
You're still doing it from scratch if you're doing it with other people, and with proper methodology you have incremental-enough changes that you shouldn't miss anything. But fair enough.
>>
>>173190125
i'd be really happy for other engine devs to work on my engine, i've even been thinking of saving up some of my unemployment beneifts to hire some internet contractor to do some of the coding for me, but I keep spending it all on groceries to cook food with and can never save up enough

but no one wants to do anything with my engine because they don't like it and have their own
>>
>>173190095
Yeah, I realized that just before you posted. Couldn't tell you why exactly they both almost work, but in any case your matrix is malformed. Stop trying to hack on top of a broken foundation.

>>173190125
That would defeat the point, as the engine would have to work for everybody's games.
>>
>>173190473
yes

fuck godot, fuck white people and fuck donald trump
>>
>>173190507
Where's your repo at anon-chan?
>>173190518
Your engine should strive to be fairly general and only specialize when it's developed to the point you have the base concepts implemented and isolated. At that point, the remaining contribution from each devs are non-conflicting improvements to the engine that allow overall better variety as well as quality. It's a net benefit on that end. The first argument was stronger.
>>
File: meme.png (3MB, 2000x2000px) Image search: [Google]
meme.png
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>>
>>173190518
Well, do you know of any non-malformed matrices I could copy, which have matching vertex shaders?
Or do you want me to upload the program so you can tamper with it?
>>
>>173190773
Accurate as all fuck. It's fucking perfect.
>>
>>173190401
>Jungle pyramid
This one seems plausible. I'm the swordfag that posted earlier. My game centers around going through levels to obtain a sword that represents that level in order to advance, so I'm trying to bang out some concepts that I can, at the very least, use as testing art.
>>
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>>173190401
>city built inside the corpse of a dead god
first thought
>>
>>173190694
>Your engine should strive to be fairly general
This is exactly what causes custom engines to be dropped or be finished but end up still bad. The engine part should be hardly distinguishable from the rest of the code unless you've made a bunch of games and iteratively reused code between all of them. At this point you might have something a bit more generic but it's okay because it evolved that way out of need and not because you simply made it a goal.

If you're writing an engine and not a game, you're doing it wrong. This is coming from a hardcore enginedev.

>>173190791
You can find the definitions of these matrices anywhere, just make sure the order and handedness match up. Is there really no library you could use for all your linear algebra?
>>
>>173190959
>>173190401
Mine was pic related
>>
>>173190959
>>173191319
what about the one from motb
>>
>>173191037
It's the opposite, the engine should be very clearly distinguished from the code. Otherwise you can never reuse it anyway. It's fine if you don't actually plan to make a game ever again, or if you are making the engine for the sake of pure learning, but otherwise it's as stupid as designing an engine around the opengl fixed function pipeline.
>>
>>173191037
The definitions of the matrices are correct, their handedness matches up and no other ordering of them seems to work (unless I change their handedness, in which case the order that works has all the same issues).

I can't see anything I can fix with the matrices, which is why I suspect the vertex shader is at fault.

By the way, when I said gl_Position = vec4(position.xy/position.z, position.z, 1.0) I actually should have said position.xy/position.w
>>
Reminder that enginedevving is only acceptable for simulations that need to squeeze out all the performance they can get.
>>
File: Micro Camp.fw.png (139KB, 500x500px) Image search: [Google]
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>>
>>173191837
I'm listening.
>>
>>173191546
The z should be divided by w as well. Dividing by w will be done automatically, so once you divide z as well there will be no difference between the two. Couldn't tell you why exactly not dividing z still sort of works and just changes what's not working to something else, but it depends on your values.

Either way, YOUR MATRIX IS STILL BROKEN, at least assuming you pass p = 1. There's no other option that I can see, and since you're not using a standard matrix constructor I'm not at all surprised. Change your matrix and reevaluate, there's no point trying to decipher the bug when you know that there's something wrong.
>>
File: walking and sword swing stuff.gif (215KB, 622x622px) Image search: [Google]
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Tried adding an easing function to my sword swing. I might use different ones depending on the strength of the swing. Also finally made the player look in different directions.
>>
>>173191426
>It's the opposite, the engine should be very clearly distinguished from the code. Otherwise you can never reuse it anyway.
Maybe if you're bad at decoupling in general. What I mean is that you shouldn't give the engine part special treatment, because how do you define the boundary? You'll just waste your time trying to decide what's part of the engine and what's not and making the engine part too generic because you've set the precedent that it's special.

Program exactly what you need to make your game. If you can't reuse any of it, it doesn't matter, because you only programmed what you needed and thus didn't waste any time.
>>
for something like food or a basic item how many verts is low poly?
>>
>>173192530
4
>>
Let's say I'm making an episodic VN, and I upload onto itch.io. Will the new update to the game page be counted as new?
>>
>>173192232
p = 0 makes it orthographic, still leaves the near and far cutoff issues in place.
The problem is that the near and far cutoffs are dependent on depth, which is fine if depth isn't being affected by anything, but depth is affected by position.w.
That's why I tried the position.xy/w, position.z thing.
I just can't see how any vertex shader can function correctly when position.z is divided by position.w
>>
>>173192530
The lowest number of verts you can use to still represent the item you're trying to model.
>>
>>173192660
>I just can't see how any vertex shader can function correctly when position.z is divided by position.w
Clip space is a unit box (or half of one, depending on whether you use OpenGL or D3D). Dividing it all by w to normalize w back to 1 is how homogeneous coordinates work. If you need to not divide z by w to get it to clip the way you want, you don't have correct near or far distances.

Again, stop hacking on top of a broken foundation. The matrix is wrong for perspective because the bottom right element in a perspective matrix should be 0. I think you are just misunderstanding near/far planes and not passing the right values, but it may be something else in the matrix function. What I do know is that it will work if you use a well-established definition and pass the right near/far distances. Right now you seem to have neither, and while a broken clock is right twice a day you haven't gotten there yet and probably never will just through trial and error.
>>
So for my day off I spent 5 hours bugfixing and the rest of the time playing pokemon yellow. What'd you guys do today?
>>
>>173193049
Spent 2 hours optimizing and restructuring some code.
Then the rest of the day playing San Andreas.
>>
>>173193049
Skipped class to program my game and work on ideas with my partner all day
>>
>>173193495
Gimme dem ducats
>>
>>173176394
Theres a way to map the tiles so that if you want a rotated instance, you simply multiply the base by 4.
>>
>>173193049
reduced a graphically annoyance by i'd say 80% today. Considering it's been bothering me for like 4 months, i'd say this is a win.
>>
>>173193024
Hang on; isn't what I'm doing with near and far in the projection matrix (see >>173184003 ) already supposed to normalise the depth to remain between -1 and 1?
I think that might be the issue!

In which case, what does the near + far part of a projection matrix that's made assuming "gl_Position = position" look like?
>>
>>173193049
Still trying to finish up this last characters mechanics/scoring balance so I can get back to stage stuff. DD14 is not that far off and I have a ton I want done before then. I won't want to submit to 14 if the project isn't all that different from 13's submission.
>>
any 3D devs looking for animators
>>
>>173193692
Exactly, the projection matrix is responsible for projecting from view space to clip space. But your matrix is still broken for perspective no matter what you pass as your near/far distance. I really don't want to say this again.

>In which case, what does the near + far part of a projection matrix that's made assuming "gl_Position = position" look like?
http://www.songho.ca/opengl/gl_projectionmatrix.html#perspective
Just copy this, you might have to transpose it.
>>
>>173193948
sure post animation
>>
>>173193049
played vidya for two weeks straight
>>
File: troll vs jug.webm (738KB, 782x320px) Image search: [Google]
troll vs jug.webm
738KB, 782x320px
>>173194009
>>
>>173192525
Does it describe a scene? It's the game. Does it describe a movement scheme? It's the game. Does it enable you to describe a movement scheme? It's the engine. Does it allow setting up a scene? It's the engine.

But really, if you yourself don't understand how to tell the difference, you're probably not exactly the kind of person that should work on game engines.
>>
>>173194228
Looks mediocre as all fuck.
>>
>>173175489
Will prone actually work I thought your dudes fell apart at the drop of a pin
>>
>>173194385
alright
>>
>>173193964
No luck, sadly.
Tried lots of variants of it too.
Are you sure that's not also meant to normalise position.z which is what I'm trying to avoid since position.w already does that?
>>
>>173194463
Don't worry, he's just shitposting. This isn't the best place to connect with devs.
>>
>>173194808
well hes not wrong, i hardly put work into that

where should i go then
>>
>>173194385
>not posting feedback so Anon can improve
>>
>>173194808
Lying for backpats and muh feels is sure going to help him out instead of telling him the truth.
>>
>>173194228
I don't understand why you would render/record a 3D animation horizontally like this.
>>
>>173194896
You didn't give any advice, don't pat yourself on the back too hard.
>>
>>173194968
fighting games?
>>
>>173194863
Thing is, the bar is so low in agdg threads because progress posts are rare

>>173194896
Have you see the rest of the thread?
>>
>>173194259
>But really, if you yourself don't understand how to tell the difference, you're probably not exactly the kind of person that should work on game engines.
I program things. I don't care to categorize them arbitrarily for no benefit. If I make a game and reuse some of its code for my next game, I guess I'll call that "engine".

Obviously I am using abstraction and compartmentalization when necessary but it's 100% pragmatic. For example, each platform has its own executable and all the platform-agnostic code is factored out into a library. The platform-agnostic code contains both what you would consider "engine" and "game" code. This is based on a very real division involved in cross-platform programming, not some imaginary line that doesn't serve a purpose.
>>
>>173194228
the timing is all off.
action before reaction, mate.
>>
>>173194968
really makes you think
>>
>>173194883
I felt like there wasn't much feedback to give. The animations are stiff (see especially near the end of the sequence, the troll's step up and slam down move, or the sideway swing before that). The character's limb are not compatible with the motions presented (see jug's slide-teleport near the beginning, or the really crappy pirouette toward the end). The timing isn't very good either, especially around those moves that have already been listed above, giving a stop-and-force rhythm that isn't natural at all.

All in all, it's mediocre as fuck. There's nothing particular to comment about.
>>
>>173195065
>I program things.
Not professionally, that much is clear.
>>
>>173195076
>gogem

stopped reading there
>>
>>173194968

t.shitpost of the day
>>
>>173195038
But its clearly not moves from a fighting game, its just a regular animation shot orthographically.
>>
>>173194713
If the matrix on that page doesn't do what you want then your near/far are wrong.

>Are you sure that's not also meant to normalise position.z which is what I'm trying to avoid since position.w already does that?
Just completely forget about this normalization process, it's not relevant to you (if you do it manually in the vertex shader, you will actually mess up perspective correct texture mapping). Mentally identify the homogeneous coordinate (x, y, z, w) with the point (x/w, y/w, z/w).
>>
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>>173194228
Paging dev for slightly more helpful feedback: >>173195128

My own crit: Try holding longer at start or ends of attacks. Then make swings faster (ie instantaneous).

pic related but not the best example. I need to find a better thing for this.
>>
File: k2 4_5_2017 19_32_54.webm (3MB, 1000x562px) Image search: [Google]
k2 4_5_2017 19_32_54.webm
3MB, 1000x562px
So I followed an advise from the other night and rendered a sunset/sunrise skybox in Vue.
4096x2048 was rendering painfully long though.
>>
>>173195596
Oh, and if you're wondering, the homogeneous coordinate (x, y, z, 0) is identified with the vector (x, y, z). Subtle difference - the main thing is that vectors won't be affected by translation, as you would expect.
>>
>>173195618
>I need to find a better thing for this.
https://www.youtube.com/watch?v=8ip4Ot2rZCA&list=PLaW5cpjBPpWrO1dRq4PAERAnoX2h2QldR&index=6

his main problem though is like i said >>173195076 action before reaction, he has reaction motions starting in synchronous with actions.
>>
>>173195995
looks nice so far, looking forward to more iterations.
>>
>>173195242
If being a professional means wasting my time putting arbitrary relationships and categorizations in my code then I'm glad I'm not one.
>>
>>173195596
Well I have no idea what to do then.
By the way, I notice that although the projection matrix you linked me to does sort of work, it shows nothing unless the bottom right is 1; nothing shows if it's 0.
>>
>>173196146
It's only arbitrary to the neophytes like you.
>>
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>>173195995
This was a sunset skybox before Vue.
>>
>>173196206
What are your near/far values?

>>173196215
Mind illustrating how rigorously separating the "engine" and the "game" in code is useful?
>>
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>>173195618
>>
>>173196285
0.1 and 10.
Would be using 0 and 10, but if I do that there's no way to distinguish between the near cutoff being where it should and the near cutoff being further back than it should.

Also, for the time being I disabled all the parts of the code relating to fixing the issue with the camera seeming to orbit, so I could focus on the major issues.
>>
>>173196305
remove the smears and this is great
>>
>>173196502
So I'm guessing you don't like SF3 animation?
>>
>>173196430
Near can't be 0 (and probably shouldn't be negative, though I've never tried it) if you have a perspective matrix, just a warning.

Another possible reason you can't see anything is simply that you don't have any geometry in the frustum. If all you have is that projection matrix, your camera's position is at the origin and it'll be facing towards +Z (maybe -Z, I don't know for sure off the top of my head).
>>
>>173196643
you're going to want to use the full name of whatever that is.
>>
>>173196643
Googem suffers from akinetopsia. He hates anything relation to motion.
>>
Does Windows 10 have a default program that can record wavs when you plug in a microphone?

If not, what are some good free ones?
>>
>>173196502
>It's been like over 2 years and this retard is still autistic about smears
Jesus christ I should really stop coming here
>>
>>173194228
it look pretty good for an amateur game dev, but it's hard to tell with that fucked up perspective.
>>
>>173196886
Audacity.
>>
I wanna make my own subUV textures for Unreal particles, anybody got any guides?
>>
>>173196285
Do you want me to illustrate why 1 + 1 = 2, too? Come back when you've grown past the level of fizzbuzz and hello world, it'll come naturally.
>>
>>173175901
holy shit. I thought that was a broken screen from the thumbnail.
>>
>>173196930
you dont stop hating things you think are terrible.
your post conveys that well. better than a smear can convey motion in time.
>>
>>173196721
The camera can be translated and rotated with WASD and the mouse respectively.
Also, near being 0 often doesn't cause issues, it just depends on whether divide by 0 errors occur.
Like, I've never seen a crash from near being 0, even though it's probably possible in some languages.
Blender never crashes or has any issues from near being 0, but near for the camera is 0.1 by default.

Maybe this would make a lot more sense if I understood the relationship between the object's distance from the camera and the value of position.w.
>>
>>173196930
It's gogem, what did you expect
>>
>>173184467
that's why I'm not posting progress yet.

I need to be closer to the finish line before I expose what I have

not really worried about assets, but ideas.

It's an abundance of caution thing. I'm just scared that someone would come and rush to market before me.
>>
>>173196251

i liked this one better desu
>>
the jews invented smears in animation and propagated it and convinced you they were good animation.
not that it matters who did it.
>>
>>173197509
No convincing had to be done. The results speak for themselves.
>>
>>173197602
the red pill is here waiting for you.
>>
>>173196721
>>173197159
Hang on a moment
I just realised I copied the differences in the projection matrix wrong, I had an n-f instead of an f-n
Now I can actually have the bottom right of the matrix as 0 while still able to see stuff.
Also, the camera isn't orbiting anymore, and near and far cutoffs seem to work fine (not absolutely sure they're correct).

There's just the slight problem that everything is backwards, background objects render in front.
>>
Hey guys,

Just wanted to recommend an instagram page I found with 1000+ pictures many of which are great for environment inspiration

...
@beeple_crap
>>
>>173198450
to save instagram pics just go view source, ctrl+f for 'jpg' and copy the first link that comes up, it will lead straight to the image displayed on that page

https://www.instagram.com/beeple_crap/?hl=en
>>
>>173177493
that shits easy, you just hook up a print string node to a begin play node and add "hello world" to the little field in the print string node
>>
I don't know if this is all his stuff but if it is he's a pretty damn good artist.

Enjoy.
>>
>>173194228
You need more breakdown poses. There's no way around it.
Your animation looks like what happens when you convert to spline/clamped without having enough poses. It's just floating from one pose to the next.

It helps a lot to think of 3D animation as stop motion instead of traditional animation. The program can only interpolate so much.
>>
>>173198450
>building made out of lit up camera lenses
>>
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Netcode is a bunch of bitchwork.
>>
>>173199152
just use raknet dude
>>
>>173198934
Not him but this sounds like good advice. From now on I will pretend I am animating Nightmare Before Christmas.
>>
>>173199264
Nah that's not the problem. Just serializing and deserializing rpg data is tedious as all shit.
>>
Hey guys me and my friend want to make a tactical rpg in the style of fire emblem, but we both have very little coding experience. is there such thing as a retard level engine like rpg maker (which we already made a game on) that could support something like this?
>>
>>173189195
oh okay then

underwater forest
space forest
underwater space
underwater underwater
forest space
>>
>>173199152
So is this gonna be a PvP type deal or are you making provisions for some kind of co-op?
>>
>>173199562
Co-op only, my man.
>>
>>173199152
nice progress bitch
>>
>>173199486
Gamemaker is retard friendly. Godot has a more flexibility and is also fairly retard friendly.
Choose either one. Either way you're going to need to learn some programming to make the game.
>>
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>>173199539
>underwater space
>>
>>173199486
>>>/vg/rpgmg has a team or guy that write extensions for it, im sure something FE-like is there
>>
>>173178173
>bumblebuster
>honeybuster
>buzzerblade
>sweetstinger
>beedhander
>beeselard
>honeyxiphos
>beecalibur
>beax

Man, I want that fucking bee sword.
>>
>>173190683
but Godot is commie engine made by commie Venezuelans, it should be just what you're looking for
>>
>>173181698
Post your work, you pretentious shitstain.
>>
>>173199741
I will take a look, thank you friend
>>
>>173199539
>underwater underwater

go on...
>>
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>>173178173
>yo pass the sword bro
>sticky shit all over the hilt
>>
>>173196305
where is my cube and ball simulation of principle 10, Appeal?
>>
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rate my procedural world generator
>>
>>173197065
This is your last (You) out of me.

>>173197159
>Maybe this would make a lot more sense if I understood the relationship between the object's distance from the camera and the value of position.w.
The only time this matters is to the GPU during rasterization when it interpolates your vertex shader outputs (assume no geometry shading or tessellation) to produce fragment shader inputs. You can forget about it.

>>173198006
Good! Now we're getting somewhere. Though I'm surprised it doesn't work completely. Either your depth test is backwards or for some reason you need to negate the 3rd row of the matrix.
>>
>>173199936
Imagine if there were different types of water that could exist within each other (and did so naturally).

Like... what if earth had a layer of cooking oil over the entire ocean (and there happened to be oxygen in said oil).

There would be a layer of fish that could exist in oil. There would be a layer of fish in the water. Some fish would be able to dive between the two but not stay there permanently.
>>
>>173200342
I see you're using the tlozla algorithm.
>>
>>173199539
nice bloodborne clone
>>
>>173200342
Too random and artificial
>>
>>173200342
Random fucking mess, unusable unless you are going for a "it was just a dream" aesthetic.
>>
>>173199936
>>173200475
https://en.wikipedia.org/wiki/Brine_pool
>>
>>173200342
Honestly damn this shit looks empty as fuck.
>>
>>173199936
https://www.youtube.com/watch?v=fnkHRtpTztc

THERE IS WATER
AT THE BOTTOM OF THE OCEAN

THERE IS WATER
AT THE BOTTOM OF THE OCEAN

REMOVE THE WATER
FROM THE BOTTOM OF THE OCEAN

LETTING THE DAYS GO BY...
>>
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>>173200609
>>
>>173200342
i LIKE
>>
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>>173200759
Actually the bottom of the ocean is mostly sand and rock
>>
>>173200342
this is pretty cool concept. I never knew I wanted to play a randomly generated zelda game till now.
>>
>>173200759
>byrneposting on agdg
this is not my beautiful house
>>
>>173200348
I'll upload it so you can see and tamper with the projection matrix a bit, in case you think of something I haven't tried to get it to work.
https://mega.nz/#!dkVmCBCK!EVYHQ6xexpo5zV_hqkL3nM7jyUoGSBElu2oFYN4wye4

Ignore any stuff saying "m3", it can switch between 2D and 3D although the 2D is probably broken right now after all the changes I've made trying to get 3D to work..
Probably the only thing of concern is the m4 projection matrix, which is in WebGLEngine.js
>>
>>173200926
Why would you want to do that?
>>
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Would this game have been less interesting if you knew it was a weeb romance from the start?
>>
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>>173200342
Mine's better.
>>
>>173201042
Like I said, all you need to do is negate the 3rd row of the matrix (this will negate the resultant Z component and thus swap the depth) or check that your depth test is set up correctly. I'd do the latter first, as I don't imagine WebGL would change the clip space compared to regular OpenGL.
>>
>>173201108
have I been rused!
>>
>>173199152
basemax eh
>>
>>173201093
Not a development related question. Fuck off.
>>
>>173201204
Please, I am a professional lying man, not to be confused with a base ruseman.
>>
>>173201225
ehhh
>>
>>173201163
I don't know what you mean by "negate the 3rd row of the matrix".
Especially since that depends on if it's row or column major.

Here's the projection matrix as text so you can edit it, what are you proposing I change it to?
2*s/((w+h)/h), 0, 0, 0,
0, 2*s/((w+h)/w), 0, 0,
0, 0, -(f+n)/(f-n), -p,
0, 0, -2*f*n/(f-n), 0

Also, the depth test should be working fine.
It does "gl.enable(gl.DEPTH_TEST);" at the start.
>>
>>173200613
Cool.
>>
>>173201268
>Story isn't development
Enjoy your half-finished prototypes fueled by game jam gimmicks.
>>
>>173201093
No.
>>
>>173175901
So blueprints were invented strictly so we could have legitimate spaghetti code.
>>
>>173201385
You would need to negate the 3rd column in your case; I was referring to the convention used on the page I linked. If the depth test is default then it's a matrix problem. That said, I'm not sure why it doesn't work as is. It may be an issue with something else in your transformation chain.

This is why you should use an existing linear algebra library and follow conventions to a T. Then you don't run into problems. There are too many things that can easily get mixed up.
>>
>>173202491
Can you show me what you mean by changing the matrix I showed you?
Or am I already doing what you mean?
>>
>>173202701
You're not doing it already. I literally mean negate the 3rd column, so it becomes:
0
0
(f+n)/(f-n)
2*f*n/(f-n)

This will get things working but I bet you have a problem somewhere else because it should work fine already. I'm being serious about this library thing, by the way.
>>
>>173190773
what's the bottom right?
>>
>>173203678
Unreal, you blind fruitbat.
>>
>>173190401
>Jungle pyramid
>A city built inside the corpse of a dead god
someone's been playing Pathways Into Darkness
>>
>>173203920
I mean what's the picture, Einstein
>>
I am I doing something stupid?

if (player.m_MouseLook.lockCursor == false)
{
transform.position = Input.mousePosition;
}

else if (player.m_MouseLook.lockCursor == true)
{
transform.position = new Vector2 (0,0);
}

Basically I have a UI image with this script on and a reference to the default Unity FPS controller.

But instead of setting the mouse image to the center it moves it to (-535, and -304).
>>
>>173204324
A representation of the target team size, budget, and organization you should expect to have when you work on an Unreal game.
>>
>>173204324
Industrial production line.
>>
>>173202876
Oh, already tried that, it doesn't work.
Yeah, I have no idea what the other problem could be.
>>
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making rowbits. another agdg dev gave me a few parts i messed around with for a while.
>>
>>173205705
What's your end goal with this? Cortex Command 3D?
>>
>>173205874

something like madness combat mixed with jedi outcast 2
>>
>>173200969
this is not my beautiful waifu
>>
>>173205705
>that face
does the Warden know you're doing this?
>>
>>173206119
Who?
>>
>>173205705
>aesthetics
ah so this is what it's going to be. cool.
make the guns metallic too.
>>
>>173206119

only alice does.
>>
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>>173205705
Thanks for giving my crapmodels some love and life. Was another welcome break from dev'ing Metanoia and I got to flex my modeling arm so I got a lot out of it too!

https://www.youtube.com/watch?v=qhPGbr51jfc
>>
>>173206307

everything is chrome in the future!
>>
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how do i into good pixel art and animation for my game

good starting guides or things that got people going. backgrounds too not just chars. plan on building placeholders for now and revisiting later but i don't know fuck all about it
>>
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Retopologized and baked this lil' guy

(Still some bad seams here and there which need smoothing out, but it's almost done)
>>
>>173207138
spastic idle animations were a mistake
>>
>>173207138
1. learn to draw
2. have talent/intelligence
>>
>>173207374
desu not a fan of that loop but the art is on point
>>
When moving stuff around in a Unity scene, either by dragging in the scene window or by dragging the numeric value in the inspector - is there some hotkey you can hold so that the value increments/decrements in integers? Iirc there was such an option, but I can't find it...
>>
>>173207138
Daily practice.
Learning from books/teachers.
Learning from inspecting other's art.
Constructive feedback.
Practice.
Practice.
Practice.
>>
>>173207138
learn how to deconstruct art you like and steal specific aspects of it.

not tracing, but look at shit like timing/poses of fighting game sprites and how they're shaded, and copy that.
>>
>>173206593

yea, i needed something to see how models with work with this system. so far nothing i didn't expect.
>>
>>173207374
Inspecting game elements with all of your attention and zero consideration of the bigger picture was a mistake.
>>
>>173207709
models effect your system? why?
>>
>he is a making goat sim meme "game"
kys
>>
>>173207813
It's all joint and physics driven. Center of mass and so on I imagine would affect a lot in the rig as well as the individual lengths/widths of the components involved.
>>
>>173207817
Who are you quoting?
>>
>he's making a kys post
kys
>>
>>173207813

because parenting them to limbs sometimes effects the scale and rotation. when its moving that can look weird.
>>
>>173207869
yeah but why wouldnt that be decoupled from the models? sprites dont effect hitboxes.
>>
>>173207817
>>173207941
Whom've'st'd are you paraphrasing?
>>
>>173207971
They're not sprites.
>>
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What are the best stats to use for a generic RPGmaker-ish type game?
>>
>>173208031
that was an analogy. a good analogy because it's essentially the same thing.
sprites are overlaid on collision boxes, changing a sprite does not change the collision box because they're decoupled.
>>
>>173208057
>best
Fuck off
>generic
Fuck off
>RPG Maker
Fuck off to RPG Maker General

It almost doesn't matter at long as you have "interesting decisions" related to whatever stats you end up choosing. Their names are basically just flavor to your game, the mechanics are the interesting bit. How you get them, how they interact with each other, how they change the dynamics of combat.
>>
>>173208057
temperature - cuteness - moe
>>
>>173208175
A: Thing with non-regular 3d geometry
B: Thing with regular static 2d geometry (excepting perfect precision sprite-collisions, in which the sprite does specifically determine the collision mask as it's no longer a box)

Not all art/physics things are decoupled. It depends on the collision method.
>>
>>173208057
>>173208261
bladder fullness
vagina size/tightness
hair length
>>
>>173208252
>combat
who's the generic one now?
>>
>>173207610
pls help, I'm getting frustrated here.
>>
>>173208261
>temperature
I really like that lol. Real talk I'm probably going to use that for my game.
>>
>>173208367
I think you just hold control down.
>>
>>173208057
Health Points, Attack, Speed, Defense, Resistance, Skill Points, Might, Movement, Luck
>>
>>173208397
and then there's this asshole
>>
>>173208391
Sadly not. CTRL doesn't seem to do anything. Holding SHIFT speeds up, which is the opposite of what I want. MAybe there's some option for snapping which I'm overlooking? I'm really sure I've seen it in a tutorial video the other day, but can't find out how it's done.
>>
>>173208397
>Attack and Might
>Defence and Resistance
aren't those the same?

also
>Skill Points is a stat
>>
>>173208397
>uses trainer to set luck to maximum
>still no idea what it does
>>
>>173207971

they are, parenting objects which is how i did it can sometimes cause issues. i could probably do it a few other ways but i just wanted to see what it would look like for now.
>>
>>173208562
you missed
>speed and movement
gotta double up every stat and not explain any of em.
>>
>>173208562
One obvious difference between Def and Res could be that Def is against physical, and Res is against all other sorts of stuff (poison, elemental dmg, ...).

Might could be pure "strength", which doesn't necessarily imply that the char is a better fighter, only that it can carry more shit around.
>>
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>gathering references for pixel art
>see all kinds of wonderful stuff, not even autistically complex, just very well made
>start wondering why I've never seen any of that in a game, even when the author outright states he's using this or that it in "his games"
>...
>>
>>173208619
what kinda issues? anything cool?
>>
>>173208057
just copy d&d
str - end - dex - int - wisdom - charisma - luck
def - attack from items
>>
>>173208673
>having a strength that only applies to carrying stuff separate from hurting people
brilliant design, dragon quest come up with that?
>>
>>173208057
Just copy whatever GURPS does.

It even has "Generic" right in the name!
>>
>>173208781

not really. just incorrect scale values on the models that you try to parent.
>>
>>173196285
>Mind illustrating how rigorously separating the "engine" and the "game" in code is useful?
lol fucking retard why do you think we have game engines in the first place
>>
carry strength - fighting strength - emotional strength
>>
>>173209146
autism strength
>>
>>173209076
What, code reuse? Why do you have to make such a big deal about which you're gonna try to reuse? Why does it even matter if you can or can't reuse it? You only write exactly what you need in the first place so it doesn't matter if it gets reused or not, you won't have wasted your time.
>>
>>173209217
edge strength
>>
>>173209223
writing a game engine is a major task, at least if you write one that isn't babby tier garbage, there's a reason why companies like bethesda are using horribly outdated engines instead of making a new engine for each game
>>
>>173208673
>Might could be pure "strength", which doesn't necessarily imply that the char is a better fighter, only that it can carry more shit around.

Only that ability to lift a small cars off the ground directly translates to ability to cave faces in.
Maybe he doesn't know the fanciest fencing tricks, but when he lobs you over the head with anything you should definitely fucking feel it.
>>
>>173208687
(you)
i am in the same situation,so focused on learning pixel art that i still have no prototype months later
>>
>>173208895
Well it's not completely stupid/unrealistic, or is it? Physical strength is a limiting factor for carrying weapons armor and equipment and might directly help with brawling, but without proper training it doesn't matter much if you can easily hold a 2h sword and wear plate armor.
>>
>>173209327
What does that have to do with it?
>>
>>173209347
yeah that was my point >>173209413

might -> pote
>>
>>173209473
have you even made a game let alone a few of them?
>>
>>173209506
damn..

might can translate to raw potential and help with attacks which don't need much skill (brawling, wielding a club)

attack can translate to actual training and reflect fancy skills you picked up from teachers
>>
>>173209413
call it dexterity or something
>>
>>173209413
>>173209506

>without proper training it doesn't matter much if you can easily hold a 2h sword and wear plate armor.
it matters a fucking lot
ask any medieval autist like Skallagrim or LB if physical strength doesn't matter in a sword fight and they will laugh you out of the door
there is a reason why people like Pier Gerlofs Donia who carried two meter swords to battle were fucking legends
>>
>>173209548
Yes. Are you just saying that I should use a premade engine because you can just fuck off from this discussion if so.
>>
>>173209770
2 guys, same strength, one has had actual training. Who's gonna win?

Just trying to make sense of 2 stats which seem to be the same.
>>
>>173209913
fucking retard lol at least apply reasonable software architecture practices don't just bake your engine into your game good luck making a whole new serious engine with modern features for each and every game. why do you think they're only on source 2 and not source 8 rofl
>>
>>173210038
If the feature is the same, I can reuse it. If not, doesn't matter, I move on.
>>
Anyone else having trouble updating game maker?
the thing just keep hanging when it's "checking processes"
>>
>>173210071
>As far back as May 2011, one of Valve's largest projects has been the development of new content authoring tools for Source.[1] These would replace the current outdated tools, allowing content to be created faster and more efficiently. Newell has described the creation of content with the engine's current toolset as "very painful" and "sluggish".[30]
>one of Valve's largest projects
>As far back as May 2011
>>
So, I'm still not having any luck with finding a good transformation matrix setup.
I'm close, but still can't quite get it right.
Anyone know any code I can nick?
>>
>>173210127
I don't see your point.
>>
>>173210127
>Newell has described the creation of content with the engine's current toolset as "very painful"
he's a big guy
>>
so if you aren't supposed to add anticipation frames to attack animations, why do some fighting games do it? They'll add like 2-3 at most I've noticed before an attack.
is it for balance reasons? Is it better to not include them if your game isn't multiplayer?
I'd assume it would look like shit if you didn't have any, but if you had too many it would feel like input lag.
>>
>>173210236
have fun reinventing the wheel for each and every game you make. i'm not even saying to use an off-the-shelf engine, just that you should learn how to program before you dive balls deep into making game "engines"
>>
>>173210364
If I can reuse it, I reuse it. If not, I need to implement something different ergo I'm not reinventing the wheel.
>>
>>173209975
same STR?
the one with better sword skill naturally
but if their sword skill was equal and one of them had retard STR he should buttfuck the other guy
just try to account for it
physical strength only mattering for carry weight and fistfight is fucking stupid
>>
>>173210284
i guess you can have them on some heavier attacks for balance or to make them feel heavier
>>
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Some ref sheet art done up now.
>>
>>173210443
>physical strength only mattering for carry weight and fistfight is fucking stupid
Can't disagree on that.

But I still think it makes some sense to have something like raw stats (STR, INT, DEX) for character potential, and dunno "refined" stats (attack, evasion, magic, whatever) for actual skills.
>>
>>173210657
enjoy your millions
>>
is the recap image posted yet?
>>
>>173210284
combos
>>
>>173210657
Add a penis and you'll be swimming in money.
>>
>>173210284
Because of the intimate nature of fighting games, I imagine it's more important to be able to feasibly react to any given attack. Things get a little spastic if you're just taking everything on the chin because you can't possibly react to incoming attacks. I imagine the limited area to run away magnifies this.
>>
>>173210728
Yes, it was posted last thread.
>>
>>173210657
ohboi
What game?
I hope this isn't for pixel art platformer #918273
>>
>>173210978
>I don't like [entire genre]
lol
>>
>>173210854
*knot
>>
>>173210978
It's going to be an erotic furfag VN, obviously.
>>
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>>173211427
yes
>>
>>173211479
>>173211479
>>173211479
>>
>>173211534
>ahead of schedule
not ok
>>
>>173210227
I don't know what you are talking about, but once someone posted this to me, when I had a question about rotation:
http://stackoverflow.com/questions/28075743/how-do-i-compose-a-rotation-matrix-with-human-readable-angles-from-scratch/28084380#28084380
>>
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>>173210978
Just art for a character that will be in a visual novel. Pixel art visual novel.

The money from which will be going towards funding pixel art platformer #918273, and if it goes well enough, #918274 as well.

Got someone else doing the BGs for it, which are coming along nicely.
>>
>>173211989
>Pixel art visual novel
my sides
>>
>>173213126
>I don't like thing reeeeeeeeeeeeeeeeeeeeeeee
>>
>>173213327
I like that he's upset by the game being pixel art and a visual novel, not that it's furry as fuck or that the PS4 controller has 360 buttons on it.
>>
>>173175901
>>173176285
You can also create custom modules in BP. So for example if you had any chunk of code that looked like the commented blocks there in Dixie you could drop that into its own neat little module with its own inputs and outputs. It could dramatically clean up any spaghetti. I'm not sure why more people don't know about that. I only doofed around with UE4 for like a week.

>>173176359
Is that a cross stitch shader?
>>
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>>173186879
https://mega.nz/#F!AVZgVYpI!uN9EjSUnCFAjX8CGvXoedA
>>
>>173207145
So you've dropped the low poly style?
>>
>>173210657
>lolis are bad
>but gay furshit is A-OK!
Fuck this place
>>
>>173211534
>making a new thread 300 posts early
what the actual fuck is wrong with you?
>>
>>173214013
the problem is not furry
the problem is VNs should not be here. dont not-games have their own general?
>>
>>173211989
FIX YOUR FUCKING FAUCET
>>
>>173214118
They don't, and fuck you. This is not your thread. I would take in every VN poster on /vg/ in exchange for you being rangebanned
>>
>>173205705
Put wheels under the feet.
>>
>>173214159
>>173211989

AND POINT LIGHTS
AND PATCH YOUR FUCKING WALLS, THE DRAFT IS SO STRONG IT'S ROCKING THE FUCKING PLANT POT
>>
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>>173214118
If it makes you feel better, the Anubis game is still being worked on.
>>173214159
im sry
>>
>>173213512
>You can also create custom modules in BP. So for example if you had any chunk of code that looked like the commented blocks there in Dixie you could drop that into its own neat little module with its own inputs and outputs. It could dramatically clean up any spaghetti. I'm not sure why more people don't know about that. I only doofed around with UE4 for like a week.
I do it sometimes, but since my game isn't that complex, I feel like it's not really worth it.

>>173213828
I'm guessing it's a higher poly mesh to use for normal maps.
>>
>>173214296
is the anubis game just busywork at this point for you? it seems like you're more interested in the first bit of making a game than the final bits
>>
>>173214269
rangeban Australia
for better tomorrow
>>
>>173214347
He's an artist, he has a programmer who actually makes the game.
He mostly spends his time drawing gay furshit and fapping to it and making music
>>
>>173214347
Can't really focus on the Anubis game when I have to do other work to pay the bills. So, doing up the VN thing to hopefully get some leeway there.
>>173214436
I wish that was all I did. I have to do all the actual game design junk and request features as they come up.
Originally I was just going to do the art for a game of his choosing, but he couldn't decide on anything.
>>
hit bump limit first you dummies
>>
>>173214661
That probably means he's an okay programmer then
>>
>>173214269
>This is not your thread.
>thread for gamedevs is not my thread
well i belong here unlike (You)
>>
>>173211989
Who is the artist for the backgrounds?
>>
>>173214801
You belong in an anus
>>
>>173214801
are you the real gogem?
or are you a gogem impersonator (gogem pretending to be someone pretending to be gogem)?
>>
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>>173214862
>>
>>173214841
his 'wife' (male)
>>
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u guys like my character select screen for slav bros

you gotta squat on a character to pick them
>>
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I'm making the little red riding hood game for loli jam and I was thinking, should I make the wolf a busty wolfgirl (not like Liru though)?
>>
>>173215765
busty wolfgirl and cute shota
>>
>>173215765
why are you still asking for idea feedback? you got 9 days
>>
>>173215653
Janusz when?
>>
>>173215765
>not having an adult male in the loli game
Anon.
>>
>>173216045
Gogem, the Jam hasn't started yet!
>>
>>173215765
Seeing Liru always makes me REEEEEEEEE about not being a cute girl.

REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
>>
start date was April 1, baka
i reposted the jam details enough, you have no excuse. >>173178610
>>
>>173216105
>wanting a male character in a game where you play as a girl
Sorry, not everyone is gay like you
>>
>>173216221
Ehm, I'm not sure what you're talking about Gogem. https://itch.io/jam/agdg-loli-jam-2017

Also, you should learn to quote posts correctly.
>>
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>the only reply to gogem's lolijam announcement is his own
>>
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>>173216354
>the only game being made for gogem's lolijam is his own
>>
>>173216310
oh youre not a bak youre just an idiot.
have fun with your non-lewd little girl jam that only exists to try and destroy loli jam.
>>
>>173216454
I will, thanks!
>>
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Has anyone in this thread ever made a WebGL/OpenGL program before without using libraries to do all the matrix stuff for them?
I still can't find out how to solve the issues in my program.
>>
>>173216419
>gogem
>""""game""""
>>
For the long list of refactoring, that should be every state that had drawing attempts that were not rectangles. Now I just have to make a bunch of quickly modified placeholder rectangles for the rest. Also restarting slides should be a bit easier compared to before.
>>
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trying out some new colours for the caves tileset
in other news I still can't pick decent colours
>>
>>173217875
if it's underground it should be a bit darker no?
especially the tiles behind walls
>>
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guys... i just used inheritance for the first time. And it works.
>>
>>173218069
>being a trust fund baby
>>
>>173218116
kekkity
>>
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>>173218116
>>
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cant share much of anything ive been working on.
#lolijam
>>
>>173218359
Oh so you play as a loli and you fuck men in the ass? nice!
>>
why nobody /multiplayer/ here?
>>
>>173218575
single player games don't require servers you have to pay for
>>
>>173175843
It was just copy-pasting + editing inn the texture's destination and name, but holy shit did that take time...
>>
>>173218440
lol
>>
>>173218758
this and multiplayer is harder to get right with lag and cheating etc
>>
>>173218575
single player games don't require you to build a playerbase because no one's buying it because there's no playerbase
>>
>>173218575
Because most multiplayer games are dead the day after launch and I can't be bothered putting the effort into a mode no one's going to play.

I'm also too lazy to learn how to do multiplayer and use the above reason as justification for not even trying to learn.
>>
Is there an easy way to count all gameobjects in the current scene which have the same tag in unity?
>>
>>173218359
>scribble a sketch
>call it progress
>>
>>173218359
but where is the game
>>
>>173219272
GameObject.FindGameObjectsWithTag("faget").Length
>>
>>173218359
wait, loli is illegal in australia, does that mean we can put him in jail now ?
>>
>>173217875
Give your tumblr again, I lost it.
>>
>>173219523
No court in the world will call what gogem draws 'loli'
>>
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>>173219636
>No court in the world will call what gogem draws 'loli'
>>
>>173219445
Thank you!
>>
>>173219523
loli isnt illegal in australia.
loli is the justice of australia.
>>
>>173219898
>country that outlawed flat models
>ok with little grills
somehow I doubt that
>>
>>173219993
they never outlawed flat models
youre conflating our media review board with actual law.
>>
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>>173219993
>australia
>not being ok with grills
>>
>>173220121
that's a big grill tho
>>
>>173220345
4u
>>
>>173219634
http://spacedoggames.tumblr.com/
>>
>>173220121
it's called a barbie you insensitive fuck
>>
>>173220448
thanks brev
>>
>>173218758
but servers are cheap.
>>173218853
learning multiplayer is cool and it increases replayability.
>>
>>173220565
>but servers are cheap.
no they're not especially not a proper dedicated server which you should have for real-time multiplayer
>>
>>173220519
Little grill
>>
I figured out why my WebGL program wasn't working right.
Somehow, everything's getting turned inside out.
What do
>>
>>173220719
winding order? or what do you mean by turning inside out
>>
>>173220719
there is an actual programming general on /g/, you know?
>>
>>173220795
The winding order is right, but the outer faces are being culled, so I can tell that the objects are inside out.
Also the camera rotates the wrong way.

This is all after some changes to the transformation matrix.
But it's better than before!
>>
>>173220925
Wait, winding order is supposed to be clockwise right?
>>
>>173221042
the default is counterclockwise but you can set it with glFrontFace. i think the most common convention is counterclockwise btw like you can see it in math textbooks and such too
>>
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bunch od 3d games have done thins but I've never really seen it in a 2d game
do think it's worth it to give the player different faster/neater sent of animations for the character to undescore the feeling of progression and getting "better" at doing shit?
Doesn't really have to be tied to a real character upgrade/XP system, just doing it every bunch of levels I mean.
>>
>>173220628
you can upgrade it as your playerbase grows. you don't need anything big. a raspberry pi would do at first.
>>
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>>173217875
>he makes 1D games
>>
>>173221319
Oh, well things were inside out originally then.
But I still can't tell if everything is right.
Like, I reversed my camera rotation and forward-back movement, but does that mean it was reverse of what it should be to start with?

Maybe, because rather unintuitively, gl_Position.z gets smaller as you go away from the camera right?
>>
>>173221443
>your game sucks and is unresponsive as shit until you sink a bunch of time into it
this would be a fun system to make, but very unfun to play.
>>
>>173221042
anti-clockwise
>>
>>173220121
that's a small fucking tattoo lol
>>
Reminder that gogem.pro thinks lolis are inherently pornographic.
>>
>>173221805
I've never even mentioned any sort of artificial input delay or slowed down movement though,
this would be purely cosmetic

I would only do those two things if the game had actual skill progression system and made people aware of having to step up to get better
>>
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what if googum isn't actually posting in this thread anymore, but someone is just perfectly imitating his artstyle
>>
>>173222085
reminder that >>173129123
>>
>>173222131
Ah. I assumed that >faster/neater animations meant that the ones you start with would have different timing, because it would be difficult to have all of them land on the same frame but look slower/faster.

It would definitely be interesting, but it would be tough to pull off convincingly if the gameplay isn't being changed.
Consider the fact that most windup animations in 2D games are 2-6 frames at most. It's tough to do a lot in the way of timing within those 2-6 frames unless you're intentionally making your animation shitty for the "slower" animations.
>>
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>>173222645
>6 frame windup
some cool games you've been playing
I'm used to two frame walk and two frame attacks
I thought I'm pushing it with 8 frame walk and 12 frame run in mine.
>>
>>173222596
Thank you for further confirming your idiocy.

Remember to never listen to this retard.
>>
>>173222259
I've always assumed that it was some random shitposter imitating him for the past few years who is amused by how bad he makes some unaware people thing of googs.
>>
>>173222259
its not hard 2bh, used to shitpost as him on his off-hours and no one was the wiser
>>
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>>173222772
>>
>>173222794
If that's the case, he shouldn't bother. Everyone here already knows gugs is retarded.
>>
>>173222259
What if googum never existed and it was always some australian shitposter?
>>
what's faster in hlsl, /2 or *0.5?
>>
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Finished another level
>>
>>173223743
i'd expect desktop gpu compilers to be able to optimize it but *0.5 would be faster. always prefer FMA/multiplication/addition
>>
>How to draw an owl.jpg
http://www.sketchbook.com/blog/how-to-draw-birds-step-by-step-instructions/
>>
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Some terrible platformer progress made. Got sidetracked with redoing some of the sprites, added a gem pickup and some lava. I'll probably leave it at this for gameplay for now, build a bunch of levels and polish it up so I can tick off a completed project.
>>
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Well I got some boring stuff out of the way.
>>
Can't figure something out in gamemaker and hopefully someone can help.
Basically I have a bot that follows the player around, the bot automatically shoots the nearest enemy, what the problem is that the bullets continue to search for the nearest enemy if they miss, instead of just continuing on a linear path, how would I fix this?
>>
>>173225183
>what the problem is that the bullets continue to search for the nearest enemy if they miss
change the bullets into missiles
>>
>>173225183
Have the bullets keep a record of the closest distance they've ever been to their target, and if they ever end up at a distance higher than the lowest distance, switch them from a tracking to a non-tracking state.
>>
>>173225183
set the bullets angle on creation as a variable, not as a constant "if statement" or whatever you have done.
>>
>>173224236
Dude save players a click. Have clicking the level/player immediately start (or are you planning on having some important/interesting info there?).
>>
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Will a furry rpg game do well, if there's no sex? I don't mind implied I suppose, but I don't want nudity or anything crass in it.
>>
>>173211989

this looks great. looks comfy af.
>>
>>173225969
>not the first post from this IP
>>
>>173226140
Yes? I have posted before in this thread.
>>
>>173196251
>>173195995
character is not appealing

>>173207145
no, stop
>>
>>173225969
Sure, as long as you have suicide. Your suicide. As soon as possible.
>>
>>173225969
Just cram in a ton of innuendos, and you're golden.
>>
>>173221443
It's a cool idea in theory, but the amount of extra content you have to produce for something that is purely aesthetic is going to be tough to justify unless you're a AAA company.
>>
>>173220063
>>173219898
>they never outlawed flat models
Actually, it's technically against the law to posses porn with chicks that have A cup or smaller tits. No idea if it's actually been enforced yet though.

As far as loli goes, that's illegal as all fuck. People have gone to jail for just possessing normie shit like simpsons incest porn. If the cops catch you making loli porn, you're going to jail bro.
>>
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I'd like to do a colony sim game, like Dwarf Fortress or Rimworld, but with realistic numbers of people. Maybe about a million, late-game.

Are there any engines that can handle that natively, or will I need to roll my own with mongodb and shit?

Also, which engines have flexible guis that look good right out of the box? I hate building GUIs more than anything else.
>>
>>173227260
>mongoloid db
My sides! Enjoy only getting a random subset of results from any given query
>>
>>173221443
>give the player different faster/neater sent of animations for the character
might as well just give them different weapons or whatever and animate those differently
>>
>>173227260
>Maybe about a million, late-game.
Simulating a million NPCs would be a very, very impressive achievement unless you abstracted them as groups of 1000 or something.

>Also, which engines have flexible guis that look good right out of the box?
GUIs look like whatever graphics you plug into them, you're not going to find a engine with prebuilt GUI elements unless you go full-moder tier and use source or something.
>>
>>173227686
Shut the fuck up since you clearly don't have a clue about anything whatsoever.
>>
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>>173227119
>Actually, it's technically against the law to posses porn with chicks that have A cup or smaller tits.
you're referring to the same thing again. that was just the review board, the review board reviews porn. the porn reviewers are prudes and idiots. individual things get "banned" (not legal to sell or buy) but banned is not outlawed. not the same thing.
>As far as loli goes, that's illegal as all fuck.
no it isnt. there is no law that says anything like that.
>People have gone to jail for just possessing normie shit like simpsons incest porn
not "people" one guy did years ago, i can only assume his lawyer hated him and/or was clinically retarded.

australia isnt canada, in general the legal status of this stuff is: child pornography laws are vaguely written so it could potentially apply to fictional material and in a couple cases has resulted in court cases or fines but really shouldnt have and simply hasnt been tested enough to solidify legal precedent one way or the other.
the reason it hasnt been taken to court more is because most people here just GET that its retarded to apply laws aimed at protecting real people to protect fictional characters (or of age women with small breasts).
>>
>>173227835
What about 17 year olds who are above the age of consent but get convicted as sex offenders for sending nudes to their partner?
>>
>>173227686
>Simulating a million NPCs would be a very, very impressive achievement unless you abstracted them as groups of 1000 or something.

I do stuff on that level all the time for work - the key is not to update them all at once, every tick -but that's in raw code, not an engine.

Unity can't handle more than a thousand anythings, most other engines seem built for platformers and toy shit. If I'm going to commit to learning something, it needs to scale well.
>>
>>173228009
that's not even an AU thing, you're thinking of burgerland.
>>
>>173227260
>Dwarf Fortress or Rimworld
>with milion people

Do you want people to rent cluster time to be able to play this game?
>>
>>173228182
It very much is an australian thing gogum, when I was in high school we had a police liason officer come in and give us warnings about it
>>
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I'm goanna make it guys! Took me 2 years to get £3 so in 38 more years I'll get a payout
>>
>>173228103
>I do stuff on that level all the time for work
post example
>>
>>173228278
2 years is more than enough time to get a decent game done and on Steam. Getting on Steam is a guaranteed $2000 in a few months, even if you're dead in the water.
>>
>>173228256
well that was nice of them, in america they just put you on the sex offender registry with the pedophiles so you can not get a job for the rest of your life and be harassed by the anti-pedo defense force.
>>
>>173227642
I'm not sure if I follow
>>
>>173228382
>Getting on Steam is a guaranteed $2000 in a few months
I would really like to see why you think this. I doubt every one of those unity asset flips is making 2000 dollars
>>
>>173228382
>guaranteed $2000 in a few months
overoptimistic
>>
>>173228469
just give them new armour with faster animations or whatever
>>
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What software do you use to make your pixel ""art""?

I have a love/hate relationship with Pyxel Edit. It's missing a lot of features I could get from Photoshop, but Photoshop is too complex and not very good for making tilesets. I can't stand Asesprite because of it's pants on head retarded GUI. Just give me a standard Win32-style application window and fuck off with that le retro nostalgia!!!xDD bullshit. Also you can't manually sort your color palette.
>>
>>173228397
No, I mean warnings as in "here's a real life story of kids your age becoming sex offenders for sending nudes, now they can't get jobs or travel overseas so don't send nudes even though you're past the age of consent"
>>
Reminder that gugum thinks loli can't be non-sexual.

Stop discussing the subject with him like he has an idea.
>>
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>>173228549
w-why am I supposed to put shit in the game that was never supposed to be in like more weapons and even goddamn armors, instead of elaborating existing movement sets?
>>
>>173228648
yeah i getcha.
its "our child pornography laws are vague and overzealous but rather than do anything to refine them we're going to scare you into being puritans"
fuck em
>>
>>173228706
>taking a strong stance against googum the ONE(1) time he's actually right
lol
>>
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>>173228836
>the ONE(1) time he's actually right
talking about this one?
>>
>>173228780
>instead of elaborating existing movement sets?
wait are you making a 2D game that isn't pixel art
>>
>>173228836
Turn your name back on, idiot.
>>
>>173227260
You will never exceed Dwarf Fortress performance unless you move pathfinding to the GPU.
>>
>>173228967
pixel art doesn't have animations or something?
>>
>>173228994
Wow 4chan's post timer cooldown got real quick lol
>>
>>173228636
Use Aseprite. Or continue to be a pants on head retarded retard.
>>
>>173229050
have you animated something in pixel art before

you don't modify existing animations you redraw most of it
>>
>>173227260
so something like simcity but with more resources and control over whats built.
and something like simtower where each person has a home/job and can visit places youve built.

depends on how complex you want people to be. you probably dont need/cant do something too fancy.
>>
>>173229116
>you don't modify existing animations
yes you do
>>
>>173229116
That's some over generalization you have going on there.

Like saying that "Have you ever drawn something on a computer before? You don't do _______ you do __________"
>>
>>173228320
Cell segmentation with levelsets. If you do one cell at a time, they fuck up their neighbors. If you do them all at once, the preprocessing overhead will fuck you over. Doing a handful at once a bit a time is a good medium.

Similarly, not every-fucking-body needs to be constantly checking for jobs. When you run a job check, pick the amount of cpu you can spare's worth randomly from the population and just check them. In practice you'll hardly notice the difference.

Although that's not how I'd do it, I don't think. With a million people, the player wouldn't need or want to have to order them around individually. Jobs don't need to be that discrete. You'd order "build this giant penis" and a bunch of people would report to construction (giant penis) duty. The penis job could fetch the material itself, no need to model hauling explicitly.
>>
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>>173229242
you're a hack so your opinion doesn't matter
>>173229283
>Like saying that "Have you ever drawn something on a computer before? You don't do _______ you do __________"
that's the worst analogy i've never heard and i'm literally just asking if you've animated something using pixels before

the characters are too small for you to be able to "modify" them
>>
>>173229347
>If you do one cell at a time, they fuck up their neighbors. If you do them all at once, the preprocessing overhead will fuck you over. Doing a handful at once a bit a time is a good medium.
stop talking about things you don't understand
>>
>>173229398
>"the characters are too small for you to be able to "modify" them"

What?
Are you that dumbfuck doing the game with the shitty perspective and HLD knock off character?
If so, I can completely understand why you would continue to say things like this.
>>
>>173229347
Thanks for the explanation.
>>
>>173229481
>stop talking about things you don't understand
Take your own advice
>>
>>173229116
I'm trying my utmost hardest to find your actual point, but I'm failing miserably.

We've somehow went from me asking whether giving character different animation sets to show illusion of skill progression is worth the hassle, to someone (don't know if you or not) suggesting I just give the them new weapons and "armor that makes them faster", to you somehow questioning if my game is pixel art.

HOW?
Is this thread just fuckfull of people who join discourses without actually following them start to finish?
>>
>>173229398
>you're a hack so your opinion doesn't matter
i have a game released. you?
>>
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>>173229398
>the characters are too small for you to be able to "modify" them
what the fuck?
>>
File: a black cloud.png (65KB, 832x1613px) Image search: [Google]
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ALERT
black clouds have entered airspace
be aware of inbound shitstorms
ALERT
>>
>>173229821
Ops, forgot to put your name back on, gogem? How embarrassing.
>>
>>173229874
You're a complete hack, yet try to pass yourself off as someone with wisdom. Why is this?
>>
>>173229610
>Are you that dumbfuck
well fuck you too buddy
>>173229675
>giving character different animation sets to show illusion of skill progression is worth the hassle
the point is if you're using pixel art you might as well just redraw the whole character by giving them different clothes and make new animations for it rather than making new animations for the same character
>suggesting I just give the them new weapons and "armor that makes them faster"
give them NEW WEAPONS with NEW ANIMATIONS rather than NEW ANIMATIONS with the SAME WEAPONS

jesus fuck

how is this hard to understand
>>173229821
wow gogem is samefagging me as anon
>>173229824
that's a big ass character
>>
>>173229398
You just proved yourself wrong with that pic. Nice meme
>>
>>173230070
>173229610 (You)
>Are you that dumbfuck
>well fuck you too buddy

Called it. Thanks for verifying so I don't waste any time trying to explain why you're wrong.
>>
where
is
your
game
?
>>
can I get a quick rundown on our lord and savior, Donglord ?
>>
>>173230194
i guess this means i win by default buddy
>>
>>173230194
>>173230339
>le donglord memer is the same guy as this 40yo autist
lol
>>
>>173230345
I've seen your game graphics. You aren't winning in any sense of the word.
But hey, at least what you lack in ability and comprehension you're making up for in arrogance and ignorance.
>>
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>>173230515
>I've seen your game graphics. You aren't winning in any sense of the word.
i'm making up for it with good design
>But hey, at least what you lack in ability and comprehension you're making up for in arrogance and ignorance.
that's exactly what they said about notch and steve jobs
>>
>>173230070
>the point is if you're using pixel art you might as well just redraw the whole character by giving them different clothes

but that the fuck does it have to do with clothes?
>>173229824
this is my char
>that's a big ass character
well yes, as you can see it's not a flea in a cape, like yours, so giving her different clothes will do fuck all for "animations that underscore skill progression"
>>
>>173230662
:)
>>
>>173230662
I really hope that's some elaborate shitposting
>>
>>173230852
the only shitposter here is you
>>
I have no freaking idea why nobody thought about making a game like the one im designing right now. I'm watching sci-fi movies and it's just so obvious. im like Holy crap this game is awesome but then i remember it's still only in my head.
>>
>>173229824
Cool
>>
>>173230778
>but that the fuck does it have to do with clothes?
because it looks better
>so giving her different clothes will do fuck all for "animations that underscore skill progression"
why not just give her a tactical vest or something or a better gun instead of, idk doing some kind of killing floor 2 shit
https://www.youtube.com/watch?v=cvuVhQ5dbu8
>>173230801
>>173230852
suck my dick you queers

i have nothing against homosexuals by the way
>>
>>173230962
;)
>>
>>173214118
>googy is anti-VN

reeeeeeeeee fuck you VNs can be actual games, it's like you've never even played any. there are some that have actual gameplay like grand strategy elements
>>
>>173230957
>im like Holy crap this game is awesome but then i remember it's still only in my head.
so this is the power of an ideas guy...
>>
>>173231073
Rude.
>>
>>173231204
that wasn't me
>>
>>173230957
patent the idea and do a licensing deal with a big publisher
>>
>>173231227
Oh OK
>>
What would you rather play, a scat-themed VN or gugem's game?
>>
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>>173227835
>no it isnt. there is no law that says anything like that.
Possessing, producing or distributing representations of kids in sexual situations has been a federal offense in Australia since 1995.

>"child pornography material" means:
>(a) material that depicts a person, or a representation of a person, who is, or appears to be, under 18 years of age and who:
>(i) is engaged in, or appears to be engaged in, a sexual pose or sexual activity (whether or not in the presence of other persons); or
>(ii) is in the presence of a person who is engaged in, or appears to be engaged in, a sexual pose or sexual activity;
>and does this in a way that reasonable persons would regard as being, in all the circumstances, offensive; or
>(b) material the dominant characteristic of which is the depiction, for a sexual purpose, of:
>(i) a sexual organ or the anal region of a person who is, or appears to be, under 18 years of age; or
>(ii) a representation of such a sexual organ or anal region; or
>(iii) the breasts, or a representation of the breasts, of a female person who is, or appears to be, under 18 years of age;
>in a way that reasonable persons would regard as being, in all the circumstances, offensive; or
>(c) material that describes a person who is, or is implied to be, under 18 years of age and who:
>(i) is engaged in, or is implied to be engaged in, a sexual pose or sexual activity (whether or not in the presence of other persons); or
>(ii) is in the presence of a person who is engaged in, or is implied to be engaged in, a sexual pose or sexual activity;

cont....
>>
>>173231286
if you really like it, thank you
>>
>>173229610
>the shitty perspective
are you still going on about how top down 2D games should have vanishing points lol
>>
>>173231021
;))))
>>
>>173230662
LE THROW A ROCK AT DA SUN WOW SO RANDOM MAYBE IF I THROW IN WACKY """""""""""HUMOUR""""""""" AND FOCUS ON MAKING MY GAME APPEAR DEEP SOMEONE WILL ACTUALLY WANT TO PLAY IT EVEN THOUGH IT HAS NO GAMEPLAY
>>
>>173231418
>and does this in a way that reasonable persons would regard as being, in all the circumstances, offensive; or
>(d) material that describes:
>(i) a sexual organ or the anal region of a person who is, or is implied to be, under 18 years of age; or
>(ii) the breasts of a female person who is, or is implied to be, under 18 years of age;
>and does this in a way that reasonable persons would regard as being, in all the circumstances, offensive.

So let's get an update here.
>Clear electronic record of your crime.
>Using an internet handle that is easily linked to your real identity.

All it would take is one phone call to the cops by a concerned citizen and you're done.
>>
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>>173231629
>LE THROW A ROCK AT DA SUN WOW SO RANDOM MAYBE IF I THROW IN WACKY """""""""""HUMOUR""""""""" AND FOCUS ON MAKING MY GAME APPEAR DEEP SOMEONE WILL ACTUALLY WANT TO PLAY IT EVEN THOUGH IT HAS NO GAMEPLAY
do you actually like adventure games because this describes every adventure game ever
>>
>>173231728
You get the benefit of the doubt because your game is unfinished but I don't see where your 'game' is.
>>
>>173231629
there is nothing wrong with this
>>
>>173231728
Do you have any dev done outside of drawing?
>>
>>173231130
actual games are defined by their gameplay, hence the genre names describe aspects of gameplay such as "strategy".

a visual novel is defined by its absence of gameplay. any real game can have a story and characters and text, a visual novel has that without the gameplay.
>>
>>173232060
Dialogue choices are gameplay, gogem
>>
new to godot, so if I want to make an object (kineticbody, sprite, collision etc) that is going to be used in the game is it a nice design to do a scene just for that? otherwise when are you suppose to use other scenes?
>>
>>173232060
You really are a complete idiot.
>>
>>173231418
yeah like i said
>australia isnt canada, in general the legal status of this stuff is: child pornography laws are vaguely written so it could potentially apply to fictional material and in a couple cases has resulted in court cases or fines but really shouldnt have and simply hasnt been tested enough to solidify legal precedent one way or the other.
the reason it hasnt been taken to court more is because most people here just GET that its retarded to apply laws aimed at protecting real people to protect fictional characters (or of age women with small breasts).
stop being a dumbcunt. these laws would have been updated a thousand times with clarification of definitions if they were being taken to court regularly.
>>
>>173231898
>I don't see where your 'game' is.
it does exist, there's just not a lot of it

it's going to be a stat-based adventure game where you upgrade stats and raid dungeons for treasure
>>173232057
tutorial code because it's gamemaker, i've got all the mechanics done i just have to make stuff to use with it

lots of pages of design shit
>>
>>173232009
do you actually believe this?
>>
>>173232236
Is that your ideas folder? AGDG should post more ideas folders.
>>
>>173231631
>All it would take is one phone call to the cops by a concerned citizen and you're done.
>came at me for vtech rampage and failed
>came at me for tsoshe and failed
you can keep coming at me and keep failing all you want.
>>
>>173232236
The best thing to do would be to make your core gameplay mechanic then, because right now your game looks lifeless, all the art in the world isnt gonna save your game if it has nothing to play.
>>
>>173232129
Yeah, I break up objects into scenes like that. The main benefit of a scene is it can be instanced anywhere. Useful for spawning enemies, items, pickups, the player, bullets, etc.
>>
>>173232431
it's my notes folder where i note what i like and what i don't like about other games

i'm trying to figure out what kinds of encounters i should have and where in the room they should appear

so far i'm thinking about putting them all on entry
>>173232623
>make your core gameplay mechanic then
i need to figure out what my game mechanics are going to be first
>right now your game looks lifeless
i'm trying to avoid adding details/ drawing the more complex things right now because i just want to get the feel right and the mechanics might change and i don't want to have to discard work
>>
>>173232783
>it's my notes folder where i note what i like and what i don't like about other games
glad I'm not the only one who does this
>>
>>173232232
>Being this retarded.
Plenty of people have been convicted of child porn possession for having 'fictional' child porn in Australia, genius. Just because you only know of a few high profile ones doesn't mean that it's suddenly legal. What's more you're doing the trifecta of producing, possessing and distributing over a mail carriage service, which is open and shut.

You better believe that my finger is going to be slammin dat crime stoppers number the moment you submit, cunt.
>>
>>173232060
Is a game that is primarily a visual novel but with grand strategy elements neither a VN nor a game?

S̶c̶h̶r̶ö̶d̶i̶n̶g̶e̶r̶'̶s̶ Googem's Game
>>
Australian here.

How should I go about reporting gogem to the police?
>>
>>173231201
it's an mmorpg so im not sure, would need one that can manage big servers
>>
>>173233351
call crimestoppers on 1800 333 000
>>
>>173233004
>Plenty of people have been convicted of child porn possession for having 'fictional' child porn in Australia, genius.
how about some sources?
because far as i know theres literally all of one case (the simposons one) which consisted of a "drawn child porn" crime without any other materials and it only resulted in a fine (and alot of embarrassment as the rest of the western world laughed at our retarded judges).
>>
>>173233406 was meant for >>173231272
>>
>>173233303
what about the ace attorney series, mainly a visual novel with unique gameplay elements?
>>
>>173232060
So you don't make games either?
>>
>'real' gogem appears
>suddenly all progress vanishes, only shitposting
hmm
>>
>>173230957
What game?
>>
>>173233570
ace attorney is adventure
>>
>>173233410
Anything else? Does he have a website? The police are not going to care if it's just his 4chan name.
>>
>>173233758
what kind of generic genre is "adventure"?
>>
>>173233951
Refer to his youtube channel
>>
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>>173233572
SAVAGE
>>
>>173233951
https://www.crimestoppers.com.au/
>>
>>173233656
I don't see the point in posting progress when the thread is a cesspool devoid of any discussion.
>>
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>gugum has a patreon
>wrote a huge load of perks/rewards
>$0
>>
>>173233951
somebody just delete /vg/ this place is hopeless
>>
>>173233990
adventure games is the shitty genre where the gameplay revolves primarily on inventory puzzles and assorted gimmick puzzles.
>>
I made a shader that interpolates two textures based on the light level, influenced by a ramp map
it's my first day of learning shaders
are you proud (´・ω・`)
>>
>>173234320
it's new, baka
my loli jam game will be the launching vehicle
>>
>>173234332
It'll be a lot better when you're in jail and unable to post here anymore.
>>
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>>173234393
>>
>>173234393
damn, that's pretty good
>>
>>173234389
if it relies on puzzles, wouldn't it be a puzzle? what i'm getting at here is: What is the SINGLE element that differentiates 100% between an adventure and a puzzle?
>>
>>173234393
Cool

Gearbox did a UE4 GDC talk about a similar thing they're using
>>
>Video tutorial
>Person says the way he's doing it is really inefficient and shitty and there are much better ways to do it
>Doesn't explain how it's inefficient and shitty
>Never comes back to do it 'the proper way', gives no hints how to do it the proper way
why
>>
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>>173234491
>my loli jam game will be the launching vehicle
?
>>
the ultimate purpose will be that I'll have a normal light and shadow light version of each texture, and I can manually control how colors are manipulated by light - so I can shift the hues of the shadow tones to make things more interesting, pic related being an extreme example
I think I got the idea from that guilty gear xrd GDC talk
>>
>>173234564
i didnt name the genre nigga, thats just what the genre is called, it comes from text adventure which was the same thing as adventure games but all text including the input. how do you not know this stuff and why am i spoonfeeding you? go read the wikipedia page.
puzzle games are a completely different genre and once you figure out its definition it literally makes even less sense than "adventure".
>>
>>173234531
what did he mean by this?
>>
>>173234669
>dude spends a quarter of the videos making long pauses and uuuh
video tutorials are awful

>>173234819
>I think I got the idea from that guilty gear xrd GDC talk
got a link for it ? I'm really interested in how they did their visuals.
>>
>>173234845
https://www.youtube.com/watch?v=E2t4MBhGAg8
>>
>>173234910
https://www.youtube.com/watch?v=yhGjCzxJV3E
>>
>>173234389
hey fuck you
>>
>>173234962
Thanks mate. If only that could teach me how to model decently too.
>>
>>173235020
noted
>>
>>173234528
I don't even like loli bullshit and it's legal in my country, but these fetish retards are good gatekeepers. You can instantly know somebody is a piece of reddit tier trash by how they respond to loli posters on 4chan. I will never support a game by any faggot who acts like a self righteous moralfag when it comes to cartoons.
>>
So after reviewing the crimestoppers and australian esafety guidelines, along with gogem's posts arguing about lolis in the archives, I'm pretty sure he could get into a bit of trouble.

Should I submit a tip?
>>
>>173235478
it's your duty as a global citizen
>>
>>173234839
no, no, you see, the ONLY actual difference between a puzzle game and an "adventure", when it comes down to basics of the modern iterations of both games is NARRATIVE FOCUS. the visual novel bit, if you will. That's why I'm pulling along this whole argument, it's not like I don't know the definitions
>>
>>173235478
hey faggot how about less shitposting, more crimestopping?
>>
>>173235478
You should fuck off this has nothing to do with the thread
>>
>>173235657
wrong
https://en.wikipedia.org/wiki/Puzzle_video_game
https://en.wikipedia.org/wiki/Adventure_game
>>
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Hopefully doing a sheet like this for each character will be appreciated by the folks who play through the VN later.
>>
>>173234393
That's pretty fucking awesome!
>>
>>173235785
posting wikipedia articles is worth noting unless you make an argument before it. I have no way of knowing what you mean.
>>
>>173235932
Can you make non-gay non-furshi art?
>>
>>173235657
>>173235785
and to further and more eloquently show your wrongness consider the following...
adding visual novel-like story on top of a puzzle game doesnt not make it an adventure game, it's been done plenty of times.
>>
>>173235728
Why don't you fuck off, pedophile?
>>
>>173235932
Oh it will be "appreciated"
>>
>>173236080
>>173235785
>>
>>173234393
that is basic shit
>>
>>173236194
I don't know about other engines but it does take like 2 seconds in UE4
>>
>>173236080
just fucking stop posting already please
>>
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>>173226227
What, why?

>>173213828
>So you've dropped the low poly style?
No, this is just for a different game.
Kada got tasked by his professional dev job to learn UE4 by making a game on his own time, and I'm supplying him with graphics for that.
It's just going to be a small arcade-y thing, so hopefully it won't hamper our 3DS game progress too much.

>>173214342
>I'm guessing it's a higher poly mesh to use for normal maps.
Almost - this IS the lowpoly mesh with the normal map applied. It's 664 tris.

This froggy thing I got down to just 374 tris.
>>
>>173237581
are you going to make his tale a catapult that flings cummies?
>>
new where?
>>
>>173237732
YOUR FANTASIES CAN NEVER BE QUENCHED CAN THEY
>>
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>>173233675
sci-fi mmorpg leaning towards post-cyberpunkish dystopia also
>>
>>173237581
>Almost - this IS the lowpoly mesh with the normal map applied. It's 664 tris.
nice
>>
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>>173238896
Thanks!
>>
>>173237870
it's not really my fantasy and I thought better of shitting up the thread with such a post but I posted it anyway
>>
>>173237846
>>>173211479
Thread posts: 791
Thread images: 118


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