Make progress edition.
Report people that shitpost or post offtopic stuff, don't reply to anime pictures (even if they ask for help), it's always bait.
Helpful Links for Newfags: https://gist.github.com/Alloyed/6c0d2f1fa476fc3ba61f
Archived Threads: http://archive.foolz.us/vg/search/text/AGDG/type/op/
New Threads: >>>/vg/agdg
Open Broadcaster Software: https://obsproject.com/
>PEOPLE AND PLACES
Progress club : http://www.reddit.com/r/agdg/
>[GREENLIGHT] PROJECTS PENDING
Spaceman Sparkles II - Astronaut Shine: http://steamcommunity.com/sharedfiles/filedetails/?id=259910298
Restricted RPS: https://steamcommunity.com/sharedfiles/filedetails/?id=128528523
>[DEMO]s RELEASED IN THE LAST WEEK
Galactic Conqueror [June 9]: https://www.dropbox.com/s/z14fg802gqitcpt/Galactic_Conqueror.zip
Charlotte's Dream [June 6]: http://asaragi.itch.io/charlottes-dream?secret=FfN6lhjF4A78h06yt4%2b1ypkHGKc%3d
Bleak dungeon [June 5]: http://dl.dropboxusercontent.com/u/40187671/bleakdungeon.zip
Comfling [June 5]: http://jamessimo.github.io/Commuter-Fling/comfling140514/
Thanks, you're so sweet bby I wish you were my gf
What's up with people forcing that game like crazy, the gameplay isn't revolution nary nor looks THAT interesting
Thanks, well I'm sorry I missed it but I'm the one that added the jam section back in the op
Don't worry it's probably traced
Rude, I do my best to provide quality OPs that often lead to a higher % of progress posted in the thread
>messed around with XNA in the past
>fancy doing some more game dev now that I have free time in the summer, but XNA is dead
>thinking about learning Unity
Should I do it /agdg/? I feel like working on a 2D game, what is Unity 2D like?
Unity used to be shit, now it's "not bad" and it's getting better and better with each major version.
I would start learning Unity, also if you are already familiar with C# you are pretty much good to go you only need to get familiar with the interface and entity system
I'm fairly good at programming with C# because it was my first language, I know how to use classes etc. well but there are a lot of aspects I'm unfamiliar with (e.g. interfaces). Also I have used Unity once before, I went through a 3DBuzz tutorial to create some space shooter game so I'm familiar with the interface too, but I've never used Unity2D.
Do you fags not have any decent OP pics? Here, take this one.
Yeah, but 99% of all hobby dev projects get dropped.
Thank you, that image is shit. It's even worse than the anime (which only rustles me because it's usually not gamedev-related).
OP pics have been exceptionally poor lately. I've been meaning to start a thread myself but there's always either the anime OP trying to force anime into the OP by posting the thread as early as possible or the anti-anime OP trying to one-up the anime OP by posting his threads even earlier.
Fuck these threads, man.
That OP image is fucking weird. It looks like someone's profile pic who's trying to pass himself as dark and edgy and "powerful". Ugh.
I don't like anime OP because it's not easily recognizable as AGDG and because it pretty much encourages shitposting.
Because people keep telling them they dont need to know how to program to use unity or that c# is extremely easy, then they go out and maybe get a few very basic things working thinking it'll be a breeze, and of course fail after some months.
this isnt specific to unity though. its with just making games in general
>or the anti-anime OP trying to one-up the anime OP by posting his threads even earlier.
based as fuck
How insane would it be to have a unique splatmap texture for every object in a scene?
My artist talked about it today when we had a pipe dreaming session. He said his dream would be to be able to pick any surface in the game world and paint any texture onto it. I did some calculations and couldn't find a reason why it couldn't be done with the memory available.
For King and A Nation of Wind were actually finished, I believe. So not dead. You need a new color for the few finished games. Also, the 2D zelda guy second from right should be red and not yellow. Dev dropped the game and switched to Crystal Gun Girl.
...I just realized I spend way too much time here.
nice, any particular reason why you chose cryengine?
this cryengine game is pretty impressive but not sure if it's a good tech for us "indies"
Because of its use in the industry at the moment. I could just as easily switch back to Unity but the amount of pigfuck ugly unity games out there kind of kills that for me. The new 2d interface with Unity has me interested though.
I wanted to work with a game engine that had some power to it, for the most part.
I think most people dont care to use Cryengine because there's really no reason if you arent making some highly realistic game like Skyrim, which most people dont care to do. small indie teams usually never try to compete with AAA companies.
WiiU/3DS, because it has a far bigger audience and is actually meant for playing games.
Except you're not a first party game. Indies get shit on when it comes to Nintendo, in both company and fan support.
Definitely 3DS or Vita. Game is supposed to play best on handheld if I get it right
>tfw trying to think of gameplay mechanics that reward strategic play and patience without being boring
At the moment, I see it as a good opportunity to have a fully stocked engine that I do not have to pay for extra usability(Fuck you, Unity) and with no cut into my end profit other than the 9 dollars a month access fee(Fuck you, Unreal)
You're retarded. Unreal gives you full source access now, which is worth it alone, given it used to cost like a million dollars. Unreal is indie friendly. Cryengine copied its subscription model because of that
Valve's gone full retard. That thing is going to out-die the Vita.
Valve is making a handheld.
>The standard edition SteamBoy is slated for a 2015 release, with support for WiFi and 3G networks.
Right, I was going to get into unreal but Cryengine offered a slightly better deal...Not taking my money after i made the game. Which Unreal does, unless they made a counter change to their model.
Still learning unity networking and I thought making a Battlenetwork clone with internet play would fit what I'm intending to do in the future.
Never heard of them getting shit on.
Cavestory/meatboy/etc did just fine on wii.
>pay for extra usability
you dont have to pay for anything. just make it yourself, like any other programmer would do if they were using xna/custom engine.
good afternoon aggydig
are you hype to make the progress today?
hell yeah EXE remakes are dope. Have you seen: http://trestlegame.tumblr.com/ ?
I almost made a cross between FFT and EXE but I got lazy with it
Japanese dev and Pixel still didn't exactly make a lot of money from it. Plus it was a multiplat.
We all know Meat Boy's success was from Xbox + PC.
Nintendo's eShop is iTunes-tier for indie games. It's suicide for indies.
tfw you figure out how to fix a problem while on the toilet.
I swear it's always while I'm driving or shitting.
Oh sorry, I'll just make a wrist cutting simulator. That will be Indie enough for the "indie" game dev crowd, right? The sound track will be "How could this happen to me" by Simple Plan.
I started writing my game in C++, however it takes really long to get anything remotely useful. That's fine if the project is going to be large and easily expandable, but I'd like to make some shorter, shittier games in order to get my design skills up.
I thought LOVE would be a good place to try this out. I want to make a platformer to try some stuff out. Should I use love.physics or code that stuff myself? I was using Box2d in my C++ project for platforming, but the LOVE docs say that love.physics is more complex than is needed for platforming.
Are they full of shit, or is there a simpler way to do simple stuff?
>mfw 90% of my problems are solved by just laying down.
every time I solve a major problem I feel like I just got really lucky.
Pretty much his only chance of success are making simulators.
Why that of all things OP?
seriously it's the most retarded op pic i have ever seen and it has nothing in common with the thread or with gamedev?
it's always the same idiot that keeps making threads 200-300 posts too early. It would have taken another 8 hours to reach the max.
It's still at 750 posts. I dont even know where this guy came from posting that dumb picture
I don't really get what your point is. I've never made a full fledged game before, so it seems silly to pour a ton of time into writing a C++ engine for a game I don't really have the experience to make. Why not start small and then make sure the game I want to make is within my abilities?
I just turned off the lights in my room, I found it to be much nicer like this, in the dark, with only the monitors on.
This is bad for eyesight isn't it?
I like it, I can focus on screen
Actually, that is not a bad idea. just make some basic simulator and imply that it is about the injustice that women face. That way half of the indie crowd will be forced to buy it immediately or face being more public shaming as enemies of women. Game of the year.
Do this. A paper based on The Talent Code on gamasutra, describes the best way to learn is by setting yourself projects just beyond your understanding. If you aim too high when you're inexperienced, you'll be trying to shoot down a plane with a bow.
make old ass game remakes like tetris, pong, pac-man. Most people who become exceptionally talented at things do it like this
yea and we used to ride it out until 900 posts and we were on page 9 at the least
but i guess it's FUCKING SUMMER
so some faggot kid out of school is making the threads now
I agree, which is why I wanted to make smaller games in something easy to set up, like LOVE. I didn't want to have to worry about things like extensibility, or memory management, or any number of other things. I want to make something short and sweet as a learning experience.
To answer my own question, I think I'm just going to use love.physics, since I already understand Box2D which it is based on.
C++ with SFML or SDL. Alternatively, Marmalade or other simpler game SDKs if you want to get into mobile and shit.
Learn OOP, since making games with C++ is all about it. The absolute best books would be C++ primer (5th edition), and Accelerated C++.
Alternatively, buy the Primer and sign up to GameInstitute (google it, basically they wrote their own degree programme that covers everything from basic c++ through to 3D graphics and DirectX, AI, and an assload of useful maths. Easily comparable to any university course for game programming)
Yep I agree with >>70792710 and >>70794249
using the same OP over and over is kinda annoying, here is more OC for you OP
there's so much good stuff out there to use as op's
why someone would resort to such a shitty op even once is beyond me let alone every fucking thread
something tells me that they photoshop'd it themself in art class or some shit so they get off on having it in the op
Don't you know? We're all qt femdevs here at agdg. All the waifu games are just people making self inserts!
how is it even fucking relevant?
it's some faggot looking kid with stupid rock hands
you're just pissing off all of agdg with it
My current "engine" is using C++ with SFML, Box2D, and now I'm thinking about adding in EntityX. EntityX is a bit young, but I hate writing code that someone else has already written. I'm going to test out the library and see if writing my own ECS would be better.
I'm already pretty good at OOP (I write Enterprise Java at work ;_;) and I've ready Accelerated C++. However I'd really like to read something on modern C++ and best practices along with C++11 stuff.
how about virtual splatting?
you apply the idtech 5 papers but you only use an 8 bit virtual texture. if you wanted you could use 32 bits and have four times as much space, but that seems pointless.
Read "Effective C++" by Scott Meyers. if you don't, people might think you're a noo. I once saw an advert for a job at the company that make the Total War games, and they also directly advised to read that book.
You might also consider Professional C++ (2nd edition, if a more up to date one isn't already out), but Effective C++ is considered a seminal piece of work
i thought it was there due to "progress time"
when people post their progress
How come no indie celebrities ever come here?
Imagine what we could learn from Jon Blow if he came to AGDG.
>implying they're worth listening to
They're just IDEAS GUYs or artfags with no idea of how to actually make a game. None of them are actual programmers with any understanding of how computers work. The closest they get is some shitty webdev.
>implying I'm not carmack v2
>give it a 4 word title
>abbreviate it to PTHC
>everyone will be searching for it on google
Why haven't you done this yet, AGDG?
reminder that a game like this is easier to program than a platformer
Does anyone have a simple 2D platformer in C++ that I can steal source code from?
Phil Fish posted once or twice when AGDG become a topic of discussion on TIG (his usual haunt)
Notch posted in the really really early days (before Berserker Quest and Cave Explorer). Back then it was vidyadev, not AGDG.
I realized I could easily fake particle interactions by reading the velocity buffer in the particle update shader. This lets the particles slow down when they hit a ship and a quick stream of particles will draw other particles along with it. It's not even terribly heavyweight, just one texture lookup per particle.
>discussion about game dev related subjects
people like you who complain that everything is shitposting instead of posting progress are the true shitposters
its a little easier at first because theres less setup needed to get something workable showing, i.e. you just draw whatever and get basic collision detection (resolution not entirely necessary), while with a platformer you need to get proper resolution sorted out because of gravity
after that there are two main things that i think are easier to work with on a top-down perspective: ai and level design. making good levels for a platformer is actually harder than it seems, while for a top down game it comes more naturally for whatever reason. similarly, making interesting enemies for a platformer is harder than it is for top down too for whatever reason
Hugboxing is shit for motivation.
What you gotta do is browse Kickstarter/Greenlight until you get mad. So mad that you'll swear to beat to shit out of those nerds with your game.
It should miss pretty often, although particles from one emitter are next to each other in the particle data texture, meaning they might overlap on the screen occasionally. But mostly it's just going to be a random point somewhere on the screen.
I think it's worth it. I think a ton of gaming 'journalists' browse tigsource. A lot of games from agdg, that have devlogs on tigsource, have been in PC Gamer, RPS, indie statik, ect. I'd do it if my game wasn't objectively shit.
backing his game costs more than the game itself
Took a break from the attack anims to get started on the reload. It looks pretty bland and bad but I can't really figure out why.
For the record the final version of this will have the magazine itself go invisible at the end of the "chuck" while simultaneously spawning a duplicate mesh that will then get physics'd before disappearing, then the magazine will become visible again when the hand is underneath the shoulder pad.
The advantage to doing the reload this way, rather than just animating the throw in its entirety and having the magazine mesh snap back, is that turning or moving while reloading won't cause the movement of the magazine to track the player's body unrealistically.
He hasn't updated that in nearly two weeks. I'm pretty sure he's posted in here since then. Gamedev is a slow process, you don't always have anything worth showing.
If you post every time you make a slight bit of progress, people will bitch at you or ignore you. If you don't post progress frequently, people will bitch at you and complain about the lack of progress. You really can't win around here.
he did something slightly silly by making the early access 25$ but the actual release 10$. He did it because he realized that 25$ was too much but he didn't want to screw his kickstarter backers over by offering the same deal for a lower price to people who came later.
one samefag in AGDG created a fake shitstorm about it because he thought destroying the community was amusing.
It's not silly, a lot of game kickstarters offer beta access at a higher price tier. It's better and easier than physical rewards that might end up costing more than you expect. The AGDG autism-squad didn't have anything to bitch about for a while, so a few of them started a shitstorm over it.
Why is he reloading from his armpit?
Go look up reloads from something like BF4, or if you want maximum tacticool, Project Reality. Have the guy hit a mag release button, he doesn't need to look where he throws the old one away.
>one samefag in AGDG created a fake shitstorm about it because he thought destroying the community was amusing.
I'm pretty sure that all of the community breaking shitposting in AGDG is from the same three or four people. I wish moot would add IDs to /vg/
Thank you, but it isn't. But it really helps me to see it rendered; there's an unintentional clipping with the hand plate and the shoulder pad, the fingers need to move more during the magazine slap-in (flatten on the way up, curl around the impact). The gun's upward momentum from the slap-in is rigid and awkward. The torso curves from "neutral" to the sideways stance of the aim too smoothly, like he starts aiming before he's even aiming. Making the face track the hand motions (like he's looking at what he's doing) is also off, he should be snapping his head around more with less smooth interpolation (seriously, who watches a thing move like their head's on a turntable tracking it?)
But it's getting there.
I also need to make the active reload animation both radder AND shorter, so I may need to extend some of the timing on this to make that plausible.
>Why is he reloading from his armpit?
Shoulder, and because where else would he possibly have kept his spare magazine?
>Have the guy hit a mag release button, he doesn't need to look where he throws the old one away.
Such a button doesn't exist on the mesh, but a valid point, simulating tha type of action makes sense. And also a good note on the throw, why would he turn his head to watch the discarded mag?
Actually it's tiles rather good
>mfw that /v/ermin childfucker is making progress and you are not
Get to work
You need juice on prototypes to see if it plays well or not. If you're working on a prototype and you don't do the meat of the game properly then you can never assess how interesting that gameplay is
I do, and I could, I suppose. Though depending on the size of such a button it might wind up a completely irrelevant detail, especially considering the normal map does VERY little for this game (with toon shading, a detail has to exist between two discrete levels of shading for the normalled geometry to be visible, which means the detail is only visible when partially exposed to extremely harsh lighting).
Where on an M16 is the magazine eject button or whatever?
Seriously? You're literally copying that fucking ink wii game that was just shown at E3?
God damn these people are pathetic. And the sad thing is I know they spent more than 1 hour on it, so its not a joke.
If the game involves shooting ink and being able to move through it, I hope you plan on getting sued.
They dont need realistic fluid dynamics to replicate that game.
Well... I'm still making the demo, currently implementing tons and tons of sounds. So not much to see.
I did finally buy a domain and make a placeholder website yesterday. Not much, but it's something: http://cowardlycreations.com/
Also, if anyone is worrying about Steam Greenlight, contacting the press or has any other questions I'll be happy to answer them.
Well, yes. But it's gonna suck if it doesn't look juicy... And a good way to get fluids to look juicy is by simulating them dynamically, which is what all games that feature fluids as a gameplay mechanic do.
But I get it, it's just a prototype and that guy will never finish it and no one will play it because he's doing it just to learn or whatever
>If the game involves shooting ink and being able to move through it, I hope you plan on getting sued.
Just FYI you can't copyright game mechanics. Copyright demands uniqueness, not novelty. As long as the assets and code are original creations, the game can be as much of a shameless rip off as it pleases and still be perfectly legal.
Not that it matters because nobody is actually going to make the game, just talk about it.
Right here. Google AR15 mag release for reference pics and examples, but it doesn't have to be anything fancy. The detail in the normal just to the left of the red circle would be about as much as you need.
Do you remember that sound in Dark Souls when you enter a new location and location name pop-ops on the screen?
I want to make similiar location introduction.
Here is the sound (slightly toned down in unity) - http://vocaroo.com/i/s0jg8X2aP2iG
Trying to figure out how to make something like this that is volumetric, or at least that looks like it has volume enough that it looks like you're walking through it. I was thinking about taking it off in layers and putting sprites at different angles through one another, but I don't think that would create the effect I want.
I think I need particles. Any tips on how to get effects I want with particles?
Hello there /agdg/, i require advice from a musicbro.
I am looking into trying to make some simple music for a project of mine. I have no real music making experience.
I am looking for a 'simple' program to allow me to get my toes wet for music making.
I have played around with Anvil Studio before and i do like how simple and easy it is to work with. But the fact I'm stuck with generic midi sounds is a huge turnoff.
I have also looked into FL studio, but all the buttons, menus, switches and options make my brain want to implode.
Im looking for a program that has the 'easy to use, hard to master' feel to it. As in, anyone could use it, but if someone wanted, it could be used for more advanced compositions.
Alternatively, anything simple to use would be fine.
Another small requirement is being able to use sounds that i can put into it myself and set as instruments.
Also, im not looking into making technoish songs, so 'repeater' programs wont work for what im wanting.
I feel as though i have a good ear for BGM. Where it can be used, the theme of the sounds and how to replicate it. but when i look online for music makers, people seem to list overly complicated programs that are hard to wrap my mind around.
So...yeah, anyone have any advice for 'babbys first music program'?
Bonus points if its a program on a android, so i can work on it on the go, but not necessary whatsoever.
I take it that the button is meant to be reached with the trigger finger, NOT the hand that would take hold of the magazine, like so..? That seems extremely impractical but actually REACHING said button with the hand holding the magazine would be challenging, it seems...
Welp, if I'm wrong I've at least got some trigger discipline animated in.
Also that isn't detail in the normal to the left of the red circle, it's actual geometry.
This is because at that point the sword and gun-sheath have a seam, and those latches will actually shape the silhouette if the sword is in the player's hand while the sheath is still on his back.
don't use particles or billboards. it'll look like shit, since a nebula is defined by its shape and not by its motion.
what you want is some kind of volume rendering technique. since a nebula is basically static, you can compute all of the fluid simulation stuff at load time or even build time. there's no need to do it every frame, which cuts out 90% of the processing cost.
I plan to play additional sounds unique to each location entered, for example, for Cabinet Noir location I play this sound effect and together with first it sounds pretty cool for me - http://vocaroo.com/i/s0SEkVUwu7oC
Oh wow, a thick read, but a cool looking effect. Thanks. I gotta remember to check GPU gems whenever I have a special effect I'm thinking about doing, I constantly find myself coming back to it
Stupid unity question.
I have a game object that is network instantiated in. Its made from a prefab and I want to flip its rotation so its facing the other way and so the animations play out right.
How do I find the object that gets instantiated. There is nothing returned by the Network.Instantiate method for me to easily get the game object.
The gun IS huge.
So maybe I should place the button here, on the actual receiver (?) component, rather than next to the trigger mechanism.
I'd just like to interject for a moment. What you're referring to as Game, is in fact, ENGINE/Game, or as I've recently taken to calling it, ENGINE plus Game. Game is not an operating system unto itself, but rather another free component of a fully functioning ENGINE system made useful by the engine corelibs, shell utilities and vital system components comprising a full interactive system as defined by maths.
Many computer users run a modified version of the ENGINE system every day, without realizing it. Through a peculiar turn of events, the version of ENGINE which is widely used today is often called Game, and many of its users are not aware that it is basically the ENGINE system, developed by the Fuck 2D Project.
There really is a Game, and these people are using it, but it is just a part of the system they use. Game is the logic: the layer in the system that twiddles with the machine's resources to maintain the shitgame that you play. The logic is an essential part of an interactive system, but useless by itself; it can only function in the context of a complete interactive system. Game is normally used in combination with the ENGINE interactive system: the whole system is basically ENGINE with Game added, or ENGINE/Game. All the so-called Game varieties are really variations of ENGINE/Game.
Well practical is going to be slightly discoloring a sideways U shape right there on the texture map for the gun, not bothering with the normal map at all, and using the "trigger discipline" position to semi-kinda indicate that something is being done to the feeder (?) there to release the magazine.
Not that literally ANYONE will notice, but subtle touches might make the gun feel nice.
Prisoners:The Honduran Conflict.
Standard FPS type shit.
Pass The Heat-ray Controller!
Play as aliens cooking cattle and shit.
Panic, Terrans Have Come!
Humans are invading.
Pentagon:The Hidden Command
Some strategy game, maybe a Shadow President type thing?
It wouldn't be THAT hard.
Poultry: The Headless Curse
a survival horror zombie game in which the living dead rise from the supermarket freezers to get revenge on the people who wanted to cook them for dinner.
so i'm making my first platformer, and i'm busy programming everything and having fun, but i have a problem
the way i do my one way platforms is that they have no collision when the player is below them, and only gain their collision mask once the player is 1 pixel above.
however, if i jump through a platform and spam the jump key, if i jump right the second the player gets above the platform, he somehow gets stuck in there 1 pixel deep and the game freezes.
i've been looking over my code and i think the problem is that i check wether or not my player can jump by if he's touching a surface.
here's my vertical collision code:
if (sign(vsp) == 1) grounded = 1;
vsp = 0;
grounded = 0;
y += vsp;
Is there any free graphic tools with scrubby zoom feature like in Photoshop? I can't into Gimp or Paint.net because of lack of scrubby zoom
>40 lines of code
What's up with people taking years to make 2d platformers, seriously? Overgrowth could have been released in 2 years if it wasn't refactored every month by that autist, but 2d platformers?
>the way i do my one way platforms is that they have no collision when the player is below them, and only gain their collision mask once the player is 1 pixel above.
>only gain their collision mask once the player is 1 pixel above.
Shit like this is bound to end in disaster.
Take a step back and rethink how you want to design your code.
sorry wrong sign:
grounded = place_meeting(x,y+1,par_wall);
to be clearer now the code would be
vsp = 0;
y += vsp;
grounded = place_meeting(x,y+1,par_wall);
because you're too stupid to realize that <insert_genre_here> can be as complex as you want, hence taking quality time.
>OMG Y SHOOT'n GAYMES TAKE SO LONG 2 MAKE?? ALL U DO IS SHOOT DA ENEMIES.EAZY XDD
You can check enemies during combat.
The stat bars at the bottom aren't final, but their heights will vary according to the stat.
just as shit
post a fucking AGDG OP the old dropbox has a whole folder of them
Why are you giving him satisfaction, you know he is doing it just to stir shit and annoy anime fags?
I'm pretty sure he is the subtle saboteur, you know something is wrong when fucking googum is complaining..
Anons, mind if I take shelter here from shitposters in Splatoon thread?
And a question: how would you guys handle the calculation of the area of a specific color on a flat surface? Would low level c++ bitmap handler + c# code a good idea?
The other guy suggested octree but I want to hear different methods
does AGDG like to make math-based programming art?
this is something i really want to explore as i learn more and more about programming.
heres some shit i did from a book
Downsample to 1 pixel. Read the value. That's your "average" combined color of the texture. Subtract your base color to get the unbiased result. Do the same with only a single color to get the amount of on or the other, or store the "which color" in two different channels: blue = 1 color, orange = red color, another = green. The channel can map to any output color you want:
For cyan as a red channel:
val = red;
out.r = val * cyan.r;
out.g = val * cyan.g;
out.b = val * cyan.b;
You'd probably just texture bomb / decal texture the colors onto a low res world texture map, then generate the nice wet look in shaders.
I dont know, you ever been to an art museum or art event? (my town has this big art exposition all over the streets once a year)
art is fun to look at, but not interactive. I dont want to make a game, i just want to make a thing that is pretty and fun to interact with
like Electoplankton or some shit, but without gameplay
really what i need to do is get into shaders.
another way is they could keep track of an object whereever something is splattered, storing its area. Then check it against other objects and their areas.
basically it'd be like collision checking. If they overlap, subtract their areas or whatever
your idea probably more efficient
I just started learning to use Game Maker yesterday for a volunteer position I have Monday.
It's quite frankly terrible to work with and I don't see how people manage to do so.
>make math-based programming art?
You mean procedural textures and shit, yeah, that's the quick and dirty way to discover something cool looking. Have a bunch of input properties then proc-gen, reseed until you see something and go, "Oh, snap that looks like an alien ship" or "Dam, that's one wicked looking knife-tree" or "this on looks like a sexy sea slug."
Demoscene's full of proc-gen stuff if you're looking for more examples.
that a website? Ill check it out
im not looking for single frames. I want a draw loop and update loop so that someone could interact with it
here's really the only thing im proud of that i made. Its a music visualizer
just curious if anyone else in here is into that shit, since its not really a game
>baby's first trojañés
Man that reminds me of when the internet was shit and you could be a piece of shit script kiddie in peace
>the pleasure of making your shit UD
>the pleasure of sending your shit over MSN to scrublords and watch it spread
>the pleasure of shutting down computers and playing shit pranks and watching their reaction live
That was fun I miss that era
Stop being a piece of shit and check cgpeers tutorials
Just gonna post this little concept thing I'm making in my spare time
thanks for wanting to help man
that's the vertical collision, horiz collisions and the stuff in the one way platform
if you have a better way of doing this i'll gladly hear it too
My jrpg battle with combo-markers, there are yet no enemy attacks, just player's combos. Gonna add some more juice
Have you guys noticed how when it's the anime OP there is literally no progress and when it's the progress OP there is tons of progress and new devs?
>that a website
Oh, you. The scene is where siggraph came from. It's why you have chiptunes and sick graphics in your game cracks.
I must warn you though, the demoscene is dead.
and has been since the 90's when Carmack got all his ideas from the scene. Fucker didn't even know what projection matrices were and didn't get z-buffers till quake, that's why doom has worst overdraw ever (draws back to front like a moron).
are you using the drag and drop shit, because don't do that. otherwise yeah you're pretty confined in your coding but it's a nice way to learn i guess. i'm making a game now and i wouldn't have if i didn't have game maker, + i'm learning a little about coding too.
>that a website?
No, it's quite literally a scene. You should look up some demos on youtube, there's some seriously cool shit out there. As a bonus they usually have rocking soundtracks too.
But when we had the waifu jam there was a bunch of progress and minimal shitposting.
Clearly we must make an anime OP next thread to test this theory
Thanks, dude. Took me a while to work out, but I'm rather satisfied in how it turned out.
I know nothing of modeling, unfortunately but I'm happy with how the placeholders look, I'm kind of torn whether to keep this 'style' or learn proper skills and make it look like the game that inspired me the most, which is System Shock with its low-poly style.
Thanks for noticing
I want to mix in elements from Thief, Deus Ex and classic Clancy games as well
With your advice in mind.
An improvement, I hope?
Your theory being that he could simply eject the empty magazine and then insert a new one without actually catching it as it's ejected and the throwing it away?
Maybe. I think this is more visually interesting though.
I'm trying to make a game in python guys, are there any helpful tutorials anywhere for Tkinter? Should I be using something else? I've never made a GUI in my life except for one piece of shit in Java, I'm pretty new to the whole thing. The interface is going to be fairly simple, so much so that I would use Ren'py, but I've never worked with that before and I can't modify the interface to my liking until I learn GUIs anyway so it's a moot point.
Tl;dr how do I into GUI in python?
Tell that to these guys.
Hugboxing through life seems pretty nice.
Portin the waifu jam game to android,now Im updating the graphics
there's a growing amount of people here who don't understand this and will SWJ all over this thread, it's pretty weird. The worst part is that sometimes I wanna say who I am because I'm talking from experience on a certain issue, but then if I identify myself people will think I'm a dick because of harsh feedback.
The answer is: you should just do whatever. There's no amount of advice that will make starting any easier, so just start doing things and figure out what works and what doesn't on your own. Starting anything new is the hardest part, so you just have to dive in and have no fears.
its was already ported anon,just need to add better graphics and its done
oh ok,thank you anons,will try to fix it
I'm not the artist, but this is something we might include in a future game. This is kind of a nostalgia game, most of our favorite game boy jrpgs and classic dungeon crawlers used static sprites. We're thinking about including alternate poses and damaged/conditioned sprites.
This usually works. I just feel like there should be things that I can't see but jump out at other people.
Because it's always facing the screen instead of being generated in 3D.
Two related questions.
1) are you socketing the trail directly to the sword mesh?
2) is the sword's hurtbox always exactly the length of the sword?
I feel like a lot of action games have a dynamic hurtbox that extends outward at key points during attacks and the trail might work better socketed to IT (so that when the sword's damage range stretches, the trail effect does as well, simulating the increased range without actually stretching the weapon mesh).
Tcl is bloated for gamedev.
Just make a UI menu, get the mouse pos. and do box tests yourself. On click, loop through the boxes, find one clicked, call your button's action() function. You probably don't need a very rich UI for a game unless you're heavy into min-max or content creation.
You can use the TCL OOP layer, it's fine, I did that once with
Perland its GL bindings, and it worked for my database vis system (for day-jobu), but the whole UI scene graph system is crazy huge baggage for games that have maybe 10 menu screens max and less that 100 buttons or sliders (which is a button that can move on mouse drag / arrows within another bigger invisible button, see it's easy). The text field is the thing to watch-out for. If you have a text edit field, three things to remember:
0. Don't have a text edit field.
1. Find an alternative, text a shit.
2. Don't write that shit yourself, use a UI lib.
wow, you're an idiot, aren't you?
make the trail smaller, and it will look right from every angle.
The trail renderer isn't meant for large trails anyway, but for smaller effects.
>are you socketing the trail directly to the sword mesh?
No, it's two transforms from anywhere within the scene. See those cubes?
>is the sword's hurtbox always exactly the length of the sword?
Nope, a close attack works by spawning a hitbox at some point of the animation. (so that if you cancel too early you won't actually deal any damage)
Anything else would be overkill and you wouldn't actually see the difference. This isn't a fighting game, I don't need pixel precision.
Yes, I'm an idiot for making a feature that I need. Fuck me.
well, at least you have access to the hard GL.
That would actually be a pretty nifty way to do trails, if I needed something that was longer.
Unity's trail renderer works for most trail applications.
You're an idiot for expecting a certain specific behaviour from anything you didn't build.
>You're an idiot for expecting a certain specific behaviour from anything you didn't build.
Your stupidity is blowing my mind. He's not complaining that Unity can't do it, he's writing something that can do it since Unity's "solution" is incredibly limited.
I'm not calling him out for being stupid on that.
I'm calling him stupid for expecting every solution to be specifically the same solution that he himself would make.
That's one mistake that a lot of people make when it comes to coding, they think the things that others make will magically solve all of their problems.
i dont where they come from, but i love them. you'd think it would be all over /g/
diploma guy needs more
It's not entitlement, its just expecting behaviour, and its a big mistake that lots of even experienced programmers make.
If you've coded for 4+ years and ever worked with someone else's codebase, you'd understand.
Are there any pixel art tutorials on how to make your sprites more anime?
Tweaked the particle interactions a bit more. Decreased the amount of curl noise they get when they collide with something and changed the way their velocity changes when they collide with something, now they quickly reach the velocity of the velocity buffer texel when they hit something.
The higher a particles velocity, the more alpha value it will have when it's drawn onto the velocity buffer, meaning that the buffer will give more weight to fast particles inside a single texel when the resolution is downscaled, which means that faster particles have more 'inertia' in collisions.
I did some timings on the new particle update shader compared to the one that doesn't calculate collisions, and it seems that the collisions are pretty much free, there was no visible change in framerate and the GL performance query gives similiar times for both shaders. It seems the performance problems are due to the numerous fullscreen blits that we have to do per frame instead of any actual shader work. We'll have to think of a better system of rendering if we want to increase the performance, most of the frame time is spent blitting instead of running the shaders, so optimizing the shaders won't do too much good.
i made a mock up for you . its very lazy and possible
Not really playable. It runs at 25 fps on my high-end computer and there's not too much gameplay yet since we haven't implemented the ship construction system yet. After that is done, we should be able to start working on actual gameplay instead of engine stuff. The graphics side needs a lot of optimization too if we want people who don't have master race gaming PCs to be able to play the game too, and there are some planned CPU side optimizations as well. We should get it into a shape where it can be run smoothly on a somewhat modern PC just fine, but 2-core CPUs won't really be feasible.
The camera smoothing especially needs some work since the main window thread that handles the camera acceleration based on mouse movement can run on any pace it wants to. On my computer it runs fine, but on the engine dev's PC the camera moves extremely slowly because the window thread updates less often. The formulas need some updating, after which the update frequency shouldn't make a difference. We'll also make the camera movement blur and smoothing optional in the options once we get around to implementing them.
What do you think is more important, precision or file size
I NEVER THOUGHT I WILL WATCH ANIME
BUT NOW I DO
I NEVER THOUGHT I WILL INSERT STUFF IN MY BUTT
BUT NOW I DO
I NEVER THOUGHT I WILL BE FURRY
BUT NOW I AM
I NEVER THOUGHT I WILL BE POOR
BUT NOW I AM