[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y ] [Search | Free Show | Home]

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: 753
Thread images: 136

File: 370561875566234465.jpg (88KB, 1280x722px) Image search: [Google]
370561875566234465.jpg
88KB, 1280x722px
SPAAAAAACE edition

> Next Demo Day (Nine)
https://itch.io/jam/agdg-demo-day-9

> Next Game Jam will be...
SPACE themed. Jam starts July 14th. You can start early.
If you want to collab read this http://pastebin.com/NEPv0pPC

> Waifu Jam finished, go play some games!
https://itch.io/jam/wj2016

Previous thread:https://boards.4chan.org/vg/thread/145059468#top

>New /agdg/ Website (Still in beta)
http://tools.aggydaggy.com/#

Helpful Links: http://alloyed.github.io/agdg-links/
New Threads: >>>/vg/agdg
Archive: https://boards.fireden.net/vg/search/subject/agdg/

> Chats
http://steamcommunity.com/groups/vgamedevcrew
http://webchat.freenode.net/?channels=vidyadev

> Previous Demo Days
http://pastebin.com/Qi63yBxd

> Previous Jams
http://pastebin.com/QwcSPdnx

> Engines
GameMaker: https://www.yoyogames.com/gamemaker
Godot: https://www.godotengine.org/
LÖVE: https://love2d.org/
UE4: https://www.unrealengine.com/what-is-unreal-engine-4
Unity: https://unity3d.com/

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

> Free audio
https://machinimasound.com/
http://freesound.org/browse/
http://incompetech.com/music/
http://freemusicarchive.org/
>>
File: Capture.png (215KB, 927x696px) Image search: [Google]
Capture.png
215KB, 927x696px
Am I doint it right.
My face creation feel a bit off.
Is there a right way to model over this picture?
____
Also, if I remove obvious things like car logos and model names will I be able to use them in my video game? Or do I have to also modify drastically the car's shape to be "okay".
>>
>>145194713

Essentially the less inheritance you use, the better it is. And I think that says all anyone needs to know about OOP and inheritance. Use as little of it as you can.

Create a handful of base classes, and everything else should be specific functionality handled by specific logic. And then you realize you're just re-inventing ECS.
>>
>>145194926
What? It's the most fun part of modeling.
>>
File: Unity 2016-06-11 21-50-37-23.png (748KB, 1920x948px) Image search: [Google]
Unity 2016-06-11 21-50-37-23.png
748KB, 1920x948px
Does it looks better like this or...
>>
>>145194938
No badges and different name will generally be enough, that's what most games do.
>>
>>145194992
>that's because there's not much use of OOP in games
I agree, I just thought you were one of those people who claim OOP is good because every good software design is OOP.
>>
>>145195078

It's just a bunch of solid-color cubes. It looks exactly like a game made only of solid-color cubes would be expected to look.
>>
File: Unity 2016-06-11 21-46-59-55.png (684KB, 1920x948px) Image search: [Google]
Unity 2016-06-11 21-46-59-55.png
684KB, 1920x948px
>>145195078
like THIS?
>>
File: _output.webm (167KB, 960x540px) Image search: [Google]
_output.webm
167KB, 960x540px
>>
File: 1458830193660.png (240KB, 451x384px) Image search: [Google]
1458830193660.png
240KB, 451x384px
>>145194732
INB4 anti-OOP Swe guy spends a whole other thread sperging about why OOP is satan whilst functional programming is superior in every way in the way he also thinks katanas are the beat all weapons.

We all know functional programming has its uses, you're not special or cool because you haven't made a game yet using what you claim to be the superior method. (Nor has anyone for that part).
>>
>>145195281
slightly less saturated pls.
>>
Reminder not to reply to the guy who thinks all OOP critics are a single boogeyman, and also believes that you can either have OOP or FP and nothing else.
>>
>>145195078
>>145195281

Try the first one with the blue lighting.
>>
File: Super_basic_UV_Mapping.png (67KB, 470x313px) Image search: [Google]
Super_basic_UV_Mapping.png
67KB, 470x313px
>>145194926
Thats fun. Rigging is "okay" until you have to set up IKs.
Animation can go fuck itself.
>>
>>145194732
essentially what I meant by >>145195024

If everyone's example of good OOP is using as little of OOP as possible, why are they using OOP to begin with.
>>
>>145195307
What does functional programming even look like? How does it even work?
>>
>>145194745

nigga, you fucked up the previous thread link again.

Previous thread: >>145132641
>>
>>145195307

Most games are built with ECS already. For example, every game built with Unity is using ECS (Or at least Unity's "EC" modification of it where Components also contain logic). Unreal of course also uses component-oriented design.
>>
>>145195612
>>145195686
DON'T REPLY
>>
>>145195639
don't look back, always face forward anon. the future is all that matters.
>>
>>145195170
at work i designed SQL abstraction in OOP, THAT'S where it shined. for games? stay away from inheritance and you'll be fine
>>
File: 1435801325798.jpg (99KB, 640x800px) Image search: [Google]
1435801325798.jpg
99KB, 640x800px
Ideabros, hit me with a new twist on roguelikes. Give me some cool ideas.
>>
>>145195482
>Hurr there have been no games using functional programming the last 10 years but its superior because muh fedora
>Hurr communism has always ended in famine/genocide but its a superior form of government because muh fedora
>Hurr everyone who eats this poison dies but when I eat it I'll survive because muh fedora

>>145195686
"Object-oriented programming (OOP) refers to a type of computer programming (software design) in which programmers define not only the data type of a data structure, but also the types of operations (functions) that can be applied to the data structure."

https://docs.unity3d.com/ScriptReference/GameObject.html

Hmm yeah unity is not at all OOP just because it fits the very definition of it!

Wow.
>>
>>145195771
>for games? stay away from inheritance and you'll be fine
You should also stay away from putting data and behaviour together, for the most part. It makes it very hard for components to interact cleanly. Case in point: Unity.
>>
>>145188185
>Well I'm going by what a pure object oriented programming language is (squeak as an example)
Oh ok. That's very strange.
Look at this link in this post
>>145187539
He's talking a lot about a lot of things and it's worth a watch. But the direct criticisms of OOP arrives at 18:05. I disagree with some of them (at least how he presented it. I can't assume to know what he's thinking magically). But that's the stringent OOP. And it's absolutely bonkers in summary. Still. It's what people have desired. It's weird to think that.
>>
>>145195879
A pro wrestling roguelike where you can do ridiculous grapples and winning over the crowd is as important as beating the other guy up.
>>
>>145195964

That doesn't contradict what I said. ECS is a subset of OOP. It just favors component-based composition over inheritance. Which is exactly how Unity works.

https://docs.unity3d.com/Manual/CreatingAndUsingScripts.html
>The behavior of GameObjects is controlled by the Components that are attached to them.
>>
>>145189559

how to create a human in blender in one easy step.

www.makehuman.org
>>
>>145195964
That's a really bad definition of OOP.

If that's all it is (structs with member functions). THen clearly nobody is complaining about that. I haven't heard anyone complain about optional namespaces.
This is OOP:
https://en.wikipedia.org/wiki/Object-oriented_programming
>inb4 you quote their definition of an object and assume they're defining oop
>>
>>145196201
>ECS is a subset of OOP
Not really. Unity's version of ECS uses (too much) OOP in its implementation, but the game objects themselves are not OOP objects.
>>
>>145195879

What does roguelike even mean anymore? I've seen roguelikes that don't have grids, roguelikes without permadeath, and roguelikes without turn-based gameplay.

It seems like these days "roguelike" just means "procedural levels + pixel art"
>>
>>145196201
>ECS is a subset of OOP
Not at all. ECS has nothing to do with OOP other than that OOP people use OOP to implement ECS.

What you're saying is basically that a print function is OOP because c++ does std::cout.

Why do rookie programmers claim ground so easily?
>>
For all GM:S peeps just to let you know that "display_set_gui_size(width, height);" Put somewhere at the start of your game will make all things drawn on the GUI layer scale properly if you full size the game.

Putting this here because I just wasted about four fucking days trying to figure out how to do this using a million methods before finding out Game maker has it's own fucking bit that isn't mentioned anywhere.

Fucking fuck.
>>
>>145196426
>>145196254

Print functions don't require objects to work. ECS does not work without Objects.
>>
File: heavens-gate-7[6].jpg (176KB, 790x592px) Image search: [Google]
heavens-gate-7[6].jpg
176KB, 790x592px
>>145195879
FPS, same shop, progression and upgrades system as Downwell but instead of going down you're walking up stairs to a gate like pic related, after each gate there is a giant arena with a boss like in painkiller, after each boss there is another world with the same stairs and gate but different theme.

Enemies use the stairs to throw some shit at you and traps. of course the stairs aren't all flat and some structures allow you to take cover behind or something.

Like in Downwell you can choose to run and get past the enemies but the enemies you don't kill will respawn later in the level (so if you're a bad situation with shit upgrades you can just get past them and pray for better upgrades next shop because more are coming at you).
>>
>>145196201
>No I have never programmed in Unity because then i'd known that GameObject actually uses inheritance!

OOP.

>>145196247
Well thats the official definition you asshat so why do you have to shit in every thread? Nobody cares. You are literarilly the guy in the class that can't stop telling everybody that he is vegan. You know the scrawny fellow who claims veganism is great for building muscles to a bodybuilder. If its so superior then why have you now game?

Pathetic and sad.

>>145196426
>>145196254

And you do realise ECS don't work without objects?
>>
>>145196497
>ECS does not work without Objects.
Actually, lots of ECS presentations make components (and entities by extension) pure data, with all behaviour in systems that don't correspond 1:1 with components. That's quintessential procedural programming.
>>
>>145196497


ECS can work without objects, as long as there are data structures to hold other structures.

This is CompSci101.
>>
>>145196497
>ECS does not work without Objects.
Elaborate? Why do I have to associate member functions to my data? Why can't i just have an array of 'movables' (probably just a struct with position vector and velocity) and call a static function on each member it?
>>145196595
ECS doesn't work without polymorphism. Polymorphism is not OOP specific.
>Well thats the official definition
OK. So source me that definition? Why doesn't wikipedia follow the official definition? Edit their article so they stop misleading people then. Then watch them laugh at you in the Talk page.
>>
>>145196750
>ECS doesn't work without polymorphism.
That's not even true.
>>
>>145196704

That's literally the definition of an object.

https://en.wikipedia.org/wiki/Object_(computer_science)
>>
>>145196836
>In the class-based object-oriented programming paradigm, "object" refers to a particular instance of a class where the object can be a combination of variables, functions, and data structures.
>>
>>145196481
thank you for sharing anon
this will come in handy
>>
>>145196836

That is literally the definition of an Array.. or struct, linked list, stack, heap too.
>>
>>145196949
>>145196908

Object-orientation is simply the logical extension of older techniques such as structured programming and abstract data types. An object is an abstract data type with the addition of polymorphism and inheritance
>>
>>145196793
Well. Ok I haven't really seen any non polymorphic implementations because I find that kinda weird. Kinda misses the point of ECS to my understanding.

I'd gladly read an example though.
>>145196836
>definition of an object
>OOP
No. That's the definition of an object. It's not the definition of OOP. Where you orient your code around the idea of objects.
>>
>>145197080
http://boreal.aggydaggy.com/programming/2016/05/26/entity-safari.html
>>
145189351

There is so much garbage in the custom packages I wouldn't even be surprised.

I mean for all we know you can write a game in fucking excel
>>
File: blender.png (18KB, 800x600px) Image search: [Google]
blender.png
18KB, 800x600px
Anyone who's good with Blender: Any clue whats causing this? Its two planes, both of which look fine in the preview, but one looks all blurred in the actual render. Been looking at every setting that could possibly blur one object and not one a few mm closer to the camera.
>>
Is it feasible to build a game using a mix of C/C++ and Haskell? I think it would be a good idea to handle things like rendering, audio, and input in C/C++, but implement the game logic, rules, AI, etc. in Haskell.
>>
File: screenshotItems.png (408KB, 1024x768px) Image search: [Google]
screenshotItems.png
408KB, 1024x768px
Items are now a thing. No special effects and no item count display or anything fancy like that yet. Uses the exact same framework that skills use to calculate and display effects. This makes it easy to generate new items.

Next up will be adding skill descriptions, fixing my garbage particle system, implementing visuals and sounds for the current existing skills, then maybe mouse support.
>>
>>145197080
>>145197014
>>145196949
>>145196908
>>145196836
>>145196793
>>145196664
>>145196704
>>145196595
>>145196497
>>145196426
>>145196247
>>145196201

I'm the guy doing the skeleton thing for VR. I think that OOP is really good for some things when you know how to use it right, but it is also dangerous if you don't as with all paradigms.

10 bucks you are all nodevs without games, if you aren't, at least stand for your opinion and prove that you aren't just a shitposter by posting a new image of you game.

Otherwise go shit up some other guys threads please, nobody cares about your autism opinions whether you are pro or anti OOP.
>>
>>145194992

The enemy class isn't a "separate" class, it inherits from character, and is therefore a specialisation of it.

In fact, using inheritance the enemy class can't actually be separate, because it doesn't declare important things like the HP, MP, Position, Texture, etc.

If the enemy class was separate, it'd have to encapsulate all required functionality itself, and the point of specialised classes is that they let the base class encapsulate the shared properties, and they add the special functions and properties required.
>>
>>145197304
Sure.

>>145197372
>I think that OOP is really good for some things when you know how to use it right, but it is also dangerous if you don't as with all paradigms.
Pure waffle.
>>
File: SnowGroundJump.webm (1MB, 508x605px) Image search: [Google]
SnowGroundJump.webm
1MB, 508x605px
>>145197372
FFS forgot image, not trolling I'm actually that guy.
>>
File: Capture.png (298KB, 1132x809px) Image search: [Google]
Capture.png
298KB, 1132x809px
>>145195129
Thanks bud.

___
Apparently quads are preferred over tris and n-gons when modelling.
>>
File: Entity Safari.png (19KB, 787x222px) Image search: [Google]
Entity Safari.png
19KB, 787x222px
>>145197161
I'm not familiar with what Either is supposed to be but it looks like a polymorphic thing? But assuming it isn't thanks. I'l read that later.
>>145197304
>but implement the game logic, rules, AI, etc. in Haskell.
Of course if you can compile code and interface with the code you can write it in any language you want. But I think you should probably move AI to outside Haskell. If it's not trivial amounts of computation. People often underestimate AI. Can't speak for your case of course.
>>145197372
I'm not a nodev but I'm making slow progress because I have so much other shit to do right now.
>>
>>145197643
>Apparently quads are preferred over tris and n-gons when modelling.
when modelling for subdiv. if it's for games there's literally no use in forcing yourself to quads
>>
>>145197643

GPUs only talk in tris. If your model has quads, at some point you will have to split it into tris to work with the GPU regardless.
>>
>>145197708
Also moving between engines because of doubts surrounding what to do.

This upcoming collab has distracted me a lot honestly. It really shouldn't have. But I'm awkward as fuck and can't help but overthink it.

Maybe I should just take a legit (100% nodev) break until it starts.
>>
File: 1432814425339.gif (1MB, 397x307px) Image search: [Google]
1432814425339.gif
1MB, 397x307px
>>145197505
>>145197708
So far all the nodevs have been anti-oop. Weird huh? Listen to skele-shit-simulator guy and leave.

Thanks spoopy.
>>
>>145197080
>>145197014
>>145196949
>>145196908
>>145196836
>>145196793
>>145196664
>>145196704
>>145196595
>>145196497
>>145196426
>>145196247
>>145196201

Can someone show me an example of functional programming? I have no idea what it is, what it looks like, or how you'd make a game with it.
>>
>>145197776
>if it's for games there's literally no use in forcing yourself to quads
Untrue, quads usually deform cleaner. With that said, a car model is unlikely to have to deform and as such a few tris here and there won't hurt.
>>
>>145197776
Apparently, even for game dev. But it's suggested to convert quads to tris for game dev. Converting quads to tris is easier anyways that the other way around. Plus, if you want to pass on the work to team member they'll have easier time following your quad topology. So basically, before putting into the game use quads and after you can convert is what my understanding is.
>>
File: 1464633239492.jpg (487KB, 658x3954px) Image search: [Google]
1464633239492.jpg
487KB, 658x3954px
>>145197268
That was meant for
>>145189351

Also I see the autism has gone from GDDs to hearsay knowledge about OOP. Guess I'm gonna do some stuff instead.

These threads used to be good.

I'm joking. They've been terrible since 2011. Only now there is an established body of behaviour rules that must not be broken or people go on hour long rants about it like autists

Here have some concept art.
>>
If you keep talking about programming paradigms and all that shit instead of posting progress you lead me to believe you have no game and come here to shitpost. Please prove me wrong.
>>
>>145197708
I wouldn't call it polymorphism.
>In programming languages and type theory, polymorphism (from Greek πολύς, polys, "many, much" and μορφή, morphē, "form, shape") is the provision of a single interface to entities of different types.
Either<A, B> is a value that can essentially be A or B, and you have to explicitly deal with both cases.

950
Nobody's talking about functional programming.
>>
>>145196930
No problem anon, hope it helps.

Nothing more annoying than wasting time doing something that can be fixed in one line of code you didn't know about.
>>
>>145197950
https://en.wikipedia.org/wiki/Functional_programming

Now stfu and leave this issue.

>>145198041
Nodev, spoopy called you out its time to leave.
>>
>>145198028

I never understand you people. Are you literally only capable of understanding gamedev through a series of screenshots? Why does every single discussion about development that doesn't have attached pixel art get shitposted by you morons?
>>
>>145198143
Nodev, if you aren't making a game and are only shitposting about how one exotic paradigm is better than another then you should leave, its just sad.
>>
>>145197956
>usually deform cleaner
lie. quad will be converted to two triangles. if you convert it yourself you at least know which direction it goes

>>145197973
i explicitly said "force yourself". what i meant by that is you should use quads because it helps with workflow (e.g. quickly adding edge loops) but going out of your way to "fix" every triangle is retarded
>>
>>145198143
t. programmer salty that he has no game
>>
>>145198124
Okay so it's just a meme? Thanks for clearing that up for me.
>>
>>145197353
>I'm not skilled enough to make a real time game so I'm going to use /vg/ as my blog and post about my shitty game
>>
>>145198124
How could you make a game out of just functions? It makes no sense, you have to be able to mutate state to actually do anything
>>
File: Naamloos-1.gif (758KB, 375x375px) Image search: [Google]
Naamloos-1.gif
758KB, 375x375px
People talking shit about OOP and preaching FP like it's a silver bullet are scrubs.

>tfw multiparadigm masterrace
>>
>>145198028

>STOP TALKING ABOUT GAME DEV IN A GAME DEV GENERAL
>REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
>>
This is all very interesting, but where is the progress?
>>
>sudden influx of shitposters bringing up FP
Are we being raided?
>>
File: Pokemon S&M rival.png (417KB, 675x399px) Image search: [Google]
Pokemon S&M rival.png
417KB, 675x399px
Guys I want to know something,so If I'm working in low poly to make a character,what's the best way to go about the eyes.
Should I actually model them, or do I create them on the texture?
I want to know because I'm trying to learn how to make idle animations with blinking

for my over all aesthetic I've been taking a look at late ps1 era games,early ps2 games,ds,psp and 3ds stuff.
but so far I want the concept I have to look similar to pokemon S&M,The ps2 Tales of games or MML3
>>
File: Engine.webm (2MB, 1187x567px) Image search: [Google]
Engine.webm
2MB, 1187x567px
>>145197868
Post your game? We've not really had time to record even.
I'm familiarizing myself with this new engine that looks promising.
>>145197950
You shouldn't make a game with it. It's not what OOP is in opposition to. Procedural programming (what you started with) is what OOP is opposed. Procedural programming makes sense.
Functional programming is rather extreme. It's a very perfectionist view of programs that doesn't really work for games because it's too slow.
It's not a meme. It's just not fit.
This is the kind of person that does FP right now:
https://www.youtube.com/watch?v=7Zlp9rKHGD4
(steer clear)
>>
>>145198447
Practicing art stuff, no progress.
>>
>>145198380
>Programming paradigms
>Game dev
This is like those faggots on /v/ creating "What's the __ of videogames" threads
>>
>>145198364
How? Do you pass objects as arguments to functions?
>>
>>145198380
Not really, you're just /dpt/ rejects that come here to feel big.
>>
>>145198356
Dear salty nodev; any progress is better than your shitposting.

>>145198364
Stop talking paradigms

>>145198361
Its possible just a pain in the ass thats why almost all games are OOP.
>>
File: protag.png (258KB, 1280x1024px) Image search: [Google]
protag.png
258KB, 1280x1024px
rate my protagonist
>>
>>145198482
Someone discussed this earlier - paint them on, then have a texture swap for the face in order to have different expressions.
>>
>>145198601
that's not where the eyes should be anon
>>
>>145198653
ok thanks a lot,I was having hard time choosing
>>
>>145198361

It's separating data from logic. For a game, data for the game might be some sort of serialized data format like JSON or XML, which is read by the program which cares not about any sort of state, but is just functions which manipulate that data as instructed.

It's another way to tackle the same question - "How do I just like make game?".

>>145198521

How far should we censor discussion? Is talking about UV unwrapping no longer gamedev either? If you're unable to see how the architecture of a game's codebase is relevant to game development you're either being intentionally obtuse or legitimately a moron.
>>
>>145198482
Pretty much what>>145198653 said, make the face a separate mesh with its own textures, then swap them in code. I personally use a coroutine that swaps the "eyes open" face texture with the "eyes closed" one and then back to the first one very quickly. I'll post a webm in a sec.
>>
>>145198891
This is certainly not gamedev. Until you make a game about soda and want to choose who you get sued by first.
>>
>>145198854
>>145198653

Go away nodevs. Stop talking topology. This is a game dev general. Either post progress or go back to /3/.
>>
>>145198891

Pepsi
>>
>>145198838
Please nodev, I can hear you are passionate about shitting about OOP but this isn't the place. Please leave, literally nobody wants you here.
>>
>>145198969
>Either post progress or go back to /3/.
>go to /3/
>revive the board
>finally get our a(true?(u):(r))tists out of /agdg/
Yes. I support this fully.
>>
>>145198838
>If you're unable to see how the architecture of a game's codebase is relevant to game development you're either being intentionally obtuse or legitimately a moron.
It literally doesn't matter because 80% of the people here already started their project and won't change it because of constant shitflinging that should stay in /g/

You're not working on your game, you're arguing for the sake of arguing about something that's not relevant
>>
Reminder that deflecting OOP by bringing up FP is the real shitposting here. Not to mention how all the arguments I'm seeing here about FP are grossly misinformed.
>>
Hey, what IDE should I get for programming in C++ in Windows?
>>145198969
They're talking about something relevant to their development of a game.
>>
>>145199116
Why doesn't aggy daggy just move to /3/? It's the perfect board.
>>
>>145199142
>>145199097

Please refrain from hostile, off topic posts in this general.
>>
>>145199142
>waaah don't tell me that I'm doing it wrong I'm doing it right because I'm a smart baby waaah!
>>
File: 1465648663876[1].webm (2MB, 760x426px) Image search: [Google]
1465648663876[1].webm
2MB, 760x426px
>>145198854
Here it is.
>>
>>145199208
>dead as fuck
>always on first page
>doesn't even need to search for the thread
Honestly wouldn't mind. We all do some form of 3D art anyway because of how all computers use 3D rendering (even for 2D). 2D games are just a bunch of planes.

So it works technically.
>>
>>145199309
>We're not shitposting, I swear!
Thanks for proving my point. Also thanks for proving you're illiterate
>>
File: 78c.png (149KB, 500x500px) Image search: [Google]
78c.png
149KB, 500x500px
>The anti OOP guys being so salty for a real dev calling them out on their bullshit purposeless discussions that they try to say that the real progress and actual questions all now are irrelevant.

Spoopy crowned AGDG king when?
>>
How can I know that any of these programmers is actually working on a game and isn't just a programmer that wants to shitpost about programming with no relation to gamedev?
>>
How do you do a character that has equippable armor pieces?

Should I make their head, torso, arms, and legs separate meshes, and just join them link them up with sockets in the game? Then when I equip Torso armor, I simply replace the old torso mesh with the new one?
>>
If programming discussion is so off-topic then why don't you report it instead of shitposting?
>>
>>145199452

except that ECS was specifically created for game programming.

https://en.wikipedia.org/wiki/Entity_component_system
>>
>>145199452
Because you'd go to /dpt/ for that.

How can I know you aren't just artists shitposting about your art?
I mean look at this shit. >>145199506
How would he even manage a system where he has all of that shit be the same mesh? It's unmanageable.
>>145199542
Report people inciting flame-wars with their pointless mockery posts.
>>
>>145199205
sublime text
>>
OFFICIAL ACCEPTABLE AGDG POST CONTENT:

Pixel art
Screenshots
"Which game engine should I use?"

ANY DEVIATION FROM THESE TOPICS WILL BE REPORTED AND THE POLICE WILL BE CALLED
>>
>>145199205
>IDE
Visual studio or Jetbrains.
>code editor
Sublime/atom/visual code/whatever.
>>145199785
Bite me copper.
>>
File: CandleMoving.webm (2MB, 1251x700px) Image search: [Google]
CandleMoving.webm
2MB, 1251x700px
>>145199450
I'm anti all you guys though not just the anti OOP guys, who however all seemed to be nodevs.

>>145199785
Stop being so salty man, you can make a game and be a part of the community one day aswell if you work harder!
>>
>>145199785
Holy shit you are mad as fuck.
How about you post your game? You know, that's the main purpose of this general.
>>
>>145199983

The main purpose of this general is discussing game development. If you're only interested in WIP posts might I suggest /r/gamedev's screenshot saturday thread?
>>
>>145199929
Anon what's the point of this space bending?
Are you seriously going to have that be a gameplay thing?
>>145199983
>main purpouse of this thread
I'm pretty sick of newfags corrupting this shit.
In the /v/ days this was a discuss games, getting started with games and getting feedback for games and posting game ideas thread. Was quite a while before we started calling out ideaguys even. Basically Gamedevelopment talk.

Not just post game.
>>
File: 1458535072899.png (16KB, 669x557px) Image search: [Google]
1458535072899.png
16KB, 669x557px
>somebody actually taking "where's your game" seriously and appending progress posts onto arguments as if that somehow helps make their case
>>
>>145199983
Posting screenshots is not actually the main purpose of this general.
>>
>>145200064
>>145200112
Uh huh, I see.

But you are making a game right? Can I see it? you have zero reason not to right?
>>
I thought I'd share a useful shortcut I've been making use of a lot recently in Blender for working in non-axis-aligned orientations:
>Select a face or multiple faces.
>alt+ctrl+space
This creates a custom transform orientation based on the normal of the face(s). This allows you to move along or perpendicular to the normals of said face and gives you a lot more precise control of the modeling process.

Stop shitposting and get back to gamedev.
>>
>>145200112
Yes, a big part of the game will be about old gods messing with your head.

>>145200123
You're right man, I should have copied someones ms-paint meme from the internet instead.
>>
>>145200228
Yes and I've posted about it ITT. >>145198514
You're just a shitposter. Go fuck yourself.
Where's your fucking game shitposter? Is it this thread perhaps? You didn't make this.
>>
This just in
The AMATEUR GAME DEVELOPMENT GENERAL, that hosts regular game jams and has helpful links to make games and whose motto is "JUST LIKE MAKE GAME" is not about making games but about discussing how people (not us) make games.
>>
>>145199506
i downloaded a 3d character pack and did the equipment like that. all the different chest, legs and shoulder meshes were rigged and animated with the same base body.
if i changed the helmet slot for example it would set the head mesh to the appropriate mesh according to the ID.
>>
i dont feel like deving today
>>
take it easy
just breathe
>>
Why does OOP criticism literally enrage posters ITT?
>>
>>145200372
Oh so you are at best a whodev but more likely you just stole that from someones blog? At least I'm at worst a nodev.
>>
>>145200567

The only ones raging are the anti-oop morons.

The pro-oop people are generally just explaining that bad usage of oop does mean oop is bad
>>
File: Day#7-1.webm (2MB, 846x644px) Image search: [Google]
Day#7-1.webm
2MB, 846x644px
>>145200575
No I'm the kind of guy that jumps between many different projects because ADHD (used to just consider myself easily distracted until I got diagnosed).
>you just stole that from someones blog
No.
Seriously I wish we had a more authoritarian rule here at AGDG so we could have people like you shot.
>>
Beginner enginedev here.
Any reason for the Window and Renderer to be separate? I'm using SDL and think I'll just make a wrapper class for the both of them, because I can't see a situation where you'd have one without the other.
Thoughts?
>>
>>145200660
Well, these pro-OOP posters have failed to produce an example of good usage of OOP so I don't rest my case.
>>
>>145200567

It's not OOP criticism itself, it's the fact that it's not a topic that is immediately accessible to beginner devs. As one would expect from the title, the demographic of this general skews heavily towards students and beginners. An amateur is anyone who either doesn't get paid for their work or is inept at it, and most people here are the latter.
>>
Is it possible to capture input simultaneously in two disconnected programs? I was going to play a few dungeon crawlers, use the inputs to map them in a console app. Would a keyboard hook work?
>>
>>145199314
a male over the age of 18 made this
>>
>>145200849

We don't need to. Good OOP has been written about by many geniuses of programming such as stroustrup, fowler, josuttis, booch, Meyer, etc.

if you really wanted to know about it the information is out there
>>
>>145200849
Yet I'm still waiting for a good example of good usage of functional programming. Especially for games.
>>
>>145200826
>I can't see a situation where you'd have one without the other
Then don't bother. The vast majority of games will have one window and one rendering system, and they're typically tightly connected in the APIs you'll be using.

>>145200861
So it hurts people's fee-fees and therefore should be censored?
>>
>>145200826

An immediate thought is what if you had two windows? Or two renderers for one window (Perhaps for an in-engine map editor).
>>
Hi /agdg/!

Newfag question. Within Debian's /opt directory, where can I find the Unity3D editor's executable? I am using i3 as the window manager, and dpkg didn't set a symlink in /bin for some reason. Now I cannot find where to start the bloody editor..

Could anyone help, please?
>>
File: Abandon thread.gif (2MB, 319x238px) Image search: [Google]
Abandon thread.gif
2MB, 319x238px
>>145200804
>"ADHD" guy admits to make thread after thread shit because he spergs out everytime someone mentions an paradigm that require some forethought.

You can't make this up, i can't even.
>>
>>145200969
If it's easily accessible then why don't you cite some of it?

>>145200975
The argument isn't about FP so it doesn't matter.
>>
>>145200952
Yup, that's mine. I'll be 25 this year.

Pic related is what you made.
>>
>>145200567

it's because OOP is the One True Way taught in most colleges. Deviation from such entrenched thought endangers literal head explosions.
>>
>>145201105
Anti-OOPers are fucking confusing
>>
>>145200660
>The pro-oop people are generally just explaining that bad usage of oop does mean oop is bad
I'm fairly certain you mean that non-oop users who think they're OOP users are saying that having member functions is OK are pretending to follow the discussion when people start talking about the actual paradigms.

For instance. This guy >>145197372
Makes a comment on OOP which he seems to know very little about given how there's no real content in his post other than "what i think OOP is is fine".

The problem is that OOP kids are being lied to about what OOP is becuase very few people know what OOP is. Generally what you find OOP people like is namespaces and (sometimes) member functions. Some like constructors (an actual OOP thing). But that's about it. And aside from the constructors that's not OOP. As clearly stated multiple times now.
>>
>>145201157
How so? You don't have to have an opinion on FP to be anti-OOP.
>>
File: S4_Buster_(01).jpg (108KB, 940x529px) Image search: [Google]
S4_Buster_(01).jpg
108KB, 940x529px
>>145198601
looks good, brother
>>
Why do people care about what programming paradigms other people use? It makes no sense to me.
>>
>>145200945
I guess you could look into how keyloggers work
>>
>>145201273
I don't want people to use OOP because I'm looking out for their best interests. Do you want to JLMG? Don't use OOP.
>>
>>145201224
So OOP is shit and there is no good alternative?
>>
>>145201105
>If it's easily accessible then why don't you cite some of it?


Because I'm not walking to my bookshelf to prove something to strangers on the internet when I personally have already seen it to be true.

Go to any amazon book preview and you can read the stuff
>>
>>145200540
Was there one single skeleton for the whole body, or did were the arms/legs, etc all seperate skeletons animated separately?
>>
>>145201169
>>145200804
Capped this for you.

>>145201273
Apperently the "ADHD" (Which isn't even a real thing) guy gets mad when other people uses another paradigm that requires you thinking ahead.
>>
>>145200952
What, males aren't allowed to like cute stuff? That is pretty sexist.
>>
>>145201353
no, OOP is very easy to misuse through deep inheritance
>>
>>145201101
Well. Perhaps I should say ADD. It's just that they've changed the definitions to have classifications within the ADHD category rather than just arbitrarily removing a letter. Not specific enough.
>guy admits to make thread after thread shit
Didn't. I admitted to doing many different projects (and hence not being well recognized).
>someone mentions a(n) paradigm that requires some forethought
Anon OOP requires forethought for unwarranted reasons. And I'm fairly certain nobody here is actually insane enough to do real OOP that requires forethought.

And I'm quite confident that the level of forethought I'm doing despite my issues is pretty big compared to Untiydevs 'oop'.
>>145201397
>Capped this for you.
Thanks?
>>
>>145201273

Discussion is about testing competing ideas until you come to a mutual understanding.

This started last thread with people simply discussing the merits of each paradigm, and was mostly done until a few anons started whining about people talking gamedev in a gamedev general.
>>
File: 090fffd310abeee2321728493b7049d8.jpg (150KB, 1018x1024px) Image search: [Google]
090fffd310abeee2321728493b7049d8.jpg
150KB, 1018x1024px
>>145201096
Please Help...
>>
>>145201353
The alternative is procedural programming (pure data + procedures/functions), whether imperative or functional.

>>145201356
Without proof, you're not making an argument.
>>
>>145194745
Can anyone help a beginner out with tile/grid based movement in unity? (C#)
>>
File: Screen-Shot-10.45.06-AM.png (30KB, 543x336px) Image search: [Google]
Screen-Shot-10.45.06-AM.png
30KB, 543x336px
Spaces or tabs?

... in your game programming projects.
>>
>>145199314
What ever happened to her friend, and those mittens, while adorable, look rather out of place.
>>
File: toppest of keks.png (307KB, 1655x935px) Image search: [Google]
toppest of keks.png
307KB, 1655x935px
>>145201397
>>145201507

>Anti OOP guy turns out to be guy thinking ADHD is a real thing because he got diagnosed with it when he got mad because he couldn't plan ahead long enough to make OOP work for him instead of against him.
>>
>>145201508
>Discussion is about testing competing ideas
Ok...
>until you come to a mutual understanding.
Never happening so why the fuck would you try?
These discussions keep repeating themselves day after day. What's the point?
>>
>>145201169

Yes, it's clear many people here don't understand OOP very well. Mainly because they learned programming from the internet only in the context of games. Probably using bad tutorial sites.

I actually teach programming at a university, and at least some people here understand OOP I see. It's very easy to misuse it, but that doesn't mean it in itself is bad.

I already answered multiple questions across different threads about OOP but the anti-oop crowd still wont let it go
>>
fuck it, i'm not doing bug hunting before sleeping.
>>
So what's the best alternative to this general? I'm done fellas.
>>
>>145201640
>It's very easy to misuse it, but that doesn't mean it in itself is bad.
That's not an argument for "OOP is good".

>but the anti-oop crowd still wont let it go
Because nobody's ever shown that OOP is good.
>>
I have a challenge

put a spatula in your game

doesn't matter where or why, it just has to be in there somewhere
>>
>>145201670
>best
>>
>>145201573
>>Anti OOP
holy fuck stop with this meme. no one's actually "anti OOP", just retarded understanding and/or use of OOP
>>
>>145201730
How is that a challenge and not a dare?
>>
>>145201730
I have a challenge

put a spatula in your body

doesn't matter where or why, it just has to be in there somewhere
>>
>>145201468
>That is pretty sexist.
No you can only be sexist towards 50% of the sexes anon.
You really need some reeducation. Report to your local social-correctional facility. There should be one in your area. Usually far away from cities. They give you food (sometimes).
>>145201573
Where's your game anon?
Show me some code. How well planned is it?
>ADHD isn't a real thing
It has a definition. So it's obviously a real thing. It's not fictional because it has a definition. You imbecile. Does it exist? Perhaps not. But it describes me well. So it's a personality type 'at worst'.
>>145201640
>Mainly because they learned programming from the internet only in the context of games.
It's my personal opinion the problem lies with OOP rather than how they learned it.
>I actually teach programming at a university
Coolio.
Which ones would you consider knowing OOP?
>>
>>145201756
I'm anti-OOP in the sense that I think it's inappropriate for 99% of problems.
>>
>>145201756
>no one's actually "pro OOP", just retarded understanding and/or use of OOP
fixed that for you
>>
Just learn to appropriate decouple shit.
>>
File: DKJhx9l[1].gif (1MB, 320x240px) Image search: [Google]
DKJhx9l[1].gif
1MB, 320x240px
>>145201797
http://www.dailymail.co.uk/health/article-2592641/Expert-claims-ADHD-not-real-disease-fits-two-criteria.html

>"ADHD" guy is getting mad
God can this get even better?
>>
>>145201717

And nobody here is going to, because the people who use it already know it's good and it's already been discussed. OOP is best for modelling complex problem domains because it allows you to program similarly to how humans actually think (i.e objects have properties and can perform certain actions).

I already said a few posts ago I'm not going to talk about why OOP is good myself unless people ask specific questions, because it's a topic with much literature on it written by people much better than all of us.

So go be a retard somewhere else
>>
As an artist, I'm glad I don't have to worry about offending someone if I use 'OOP' or 'OOPS' or 'POOP'-oriented languages/coding because that's the programmer's job to worry about those complicated Pythagorean Serum formulas, not mine. I just have to make sure the female protag looks cute and spunky.

Programmgers have it pretty tough tbqh. Lot of respect for you folks.
>>
>>145197292
ask /3/
>>
File: 467670742534242752.jpg (117KB, 640x800px) Image search: [Google]
467670742534242752.jpg
117KB, 640x800px
>>145201558
Her friends, just like her clothes, are getting redesigned from the ground up in the next few days.
I want to give them a more proper idol look.

pic related is best Im@s btw
>>
>>145201852
'You programming in assembly?
>>
>>145201508
>whining about people talking gamedev in a gamedev general.
We should discuss vector calculus too, I mean you use it on physics so it's totally related right? This isn't "discussion about how OOP applies to game dev", it's just "my paradigm is better than yours".
>>
>>145201797
>It has a definition. So it's obviously a real thing.
a definition doesnt make a concept real otherwise you would have a game already.
>>
>>145201797
>No you can only be sexist towards 50% of the sexes anon.
When you are sexist toward one gender you are inherently also being sexist toward the other, by reinforcing an stereotype
>>
>>145201670
420's gamedev general. It's slower. But it's speeding up. Or 8 chan's gamedev general.
Those are the closest options. More legit (less chatty, no anonymity, some moderation) places exist of course.
>>145201880
>a single person says X about scientific field
Confirmed for halfwit.
>everyone fits into at least two
OK? So that's not enough to qualify the person for ADHD. As is obvious by the article as it says "Some 2 to 5 per cent of children are thought to have ADHD. Symptoms include short attention span, restlessness and fidgeting.". Those numbers would be 100% if 2 criteria would be enough to determine if you have ADHD.

I recommend you seriously reevaluate what you're doing with your time. Low intelligence people really need to work hard. Life won't be pretty for you if you don't. I know we may be harsh here but I am genuinely concerned.
>>
>>145201890
>And nobody here is going to, because the people who use it already know it's good and it's already been discussed.
Wow, great argument. I'm sure that's not just an excuse for your lack of actual reasoning.

>OOP is best for modelling complex problem domains because it allows you to program similarly to how humans actually think
I laughed.

>because it's a topic with much literature on it written by people much better than all of us.
tl;dr
>I use OOP because people say so and I'm too insecure to make my own decisions

>>145202049
>This isn't "discussion about how OOP applies to game dev"
Actually, it usually is. It's mostly talked about in terms of implementing game objects and sometimes engine systems.
>>
File: Capture.png (238KB, 1132x809px) Image search: [Google]
Capture.png
238KB, 1132x809px
Oh dang. I just realized that that's an n-gon in my model, not a quad...
>>
WHERE'S THE PROGRESS

POST PROGRESS OR I'LL GIVE YOU ANOTHER ORIFICE
>>
>>145202186
and that's completely fine
>>
File: agdg.png (183KB, 1920x1024px) Image search: [Google]
agdg.png
183KB, 1920x1024px
>>
>>145202185
Where? All paradigm discussion for the last few threads has been
>I'm not anti OOP
>Yeah you are
>OOP doesn't suck
>It does
>>
File: 1457523904537s.jpg (4KB, 125x125px) Image search: [Google]
1457523904537s.jpg
4KB, 125x125px
>tfw that bug that only manifests randomly and is impossible to reproduce
>>
>>145202185

>I laughed

And I don't care, I already know I'm right and I have nothing to gain by explaining it to idiots
>>
>>145202097
>a definition doesnt make a concept real
A unicorn is a concept. A definition of a unicorn would be 'a horse with a horn'.
The definition can exist. The concept can exist. But it doesn't mean there exists an example in our universe.

I consider myself an appropriate example befitting the diagnosis of ADHD given the criteria they have.

Can you just think about this for a few seconds? I constantly feel like I'm driving discussions.
>>
>>145202343
no such thing exists
>>
File: johnny mnemonic.jpg (100KB, 1920x1080px) Image search: [Google]
johnny mnemonic.jpg
100KB, 1920x1080px
>>145202336

me on the left
>>
>>145202343
That kind of bug has a funny name
>>
>>145202315
>young enough of female enough to sound like female
Good enough for me.
Tits, feet or GTFO!
>>
>>145202265
>>145202265
But, but quads are recommended. n-gons should be avoided!
>>
>>145202342
Who are you quoting?
>>
>>145202343
What language?
>>145202336
S-source?
>>
>>145202512
do you have a single fact to back that up?
>>
>>145202556
Read the thread
>>
>>145202119
http://themindunleashed.org/2014/10/adhd-real-disease-says-leading-neuroscientist.html
http://www.theguardian.com/society/2014/mar/30/children-hyperactivity-not-real-disease-neuroscientist-adhd
http://www.webmd.com/add-adhd/childhood-adhd/features/adhd-critics
http://nypost.com/2014/01/04/adhd-does-not-exist/
http://www.pbs.org/wgbh/pages/frontline/shows/medicating/experts/exist.html

>ADHD guy has anger issues because he has because of small penis, no actual game, really shitty parenting when he was young, or whatever it is, and blames it on a fake diagnosis
>>
>>145202348
>please stop criticizing OOP
>it doesn't validate my uninformed programming choices
>>
>>145202363
ADHD is an invention to sell drugs.
you can have all the symptoms of ADHD but like a horse with a horn strapped to it's head you're not really a unicorn since it doesn't exist in the first place.
>>
>>145201394
I think it was one single skeleton.

Here it is:
https://www.youtube.com/watch?v=Uu9N4U1c2_8
You can pirate it from cgpeers

In the video he has all the armor meshes inside a single character but deactivated (Unity), which is not how i did it. I had about 5 gameobjects for every slot (head, chest, legs, etc.), and i would just swap the meshes in them.
>>
>>145202627
>>145202627
>"A n-gon should always be avoided, they often pose problems at render time, when texturing and especially when deforming for animation."

>"Quads are the polygon type that you’ll want to strive for when creating 3D models.
>Quads will ensure your mesh has clean topology and that your model will deform properly when animated."
>>
File: 1414749559301.jpg (108KB, 600x900px) Image search: [Google]
1414749559301.jpg
108KB, 600x900px
>>145194926
I know that feel. I can model and rig okay enough, but UV unwrapping makes a part of me die inside.
>>
>>145202836
those are claims, not facts. care to try again?
>>
>>145201551
Both.
Tabs for indentation.
Spaces for alignment.
>>
>>145201797
Cute culture > sexy/mature culture. Best culture shouldn't be limited to only young girls.
>>
File: file.png (7KB, 253x145px) Image search: [Google]
file.png
7KB, 253x145px
>>145202696
>can't even attempt argue
>posts blogposts and news articles as his sources rather than a definition that would allow him to determine if it exists or not based on if I fit that description or not.
I dunno anon. Maybe you're just very young?

Maybe you don't know what neurological conditions are? Obviously any set of quantum states used to define a human is 'valid'. So you have to define what makes a state problematic. And that can be anything.
>because of small penis
How did you know I'm just 17cm?
>>
>Come to /agdg/ to see other nodevs posting progress
>Everyone is just shitposting about why their programming paradigm is better than others

Never change /agdg/
>>
What's wrong with global variables, if they get the job done?
>>
segfaults desu lads
>>
File: space gdg.png (142KB, 474x464px) Image search: [Google]
space gdg.png
142KB, 474x464px
Space Jam related OP pic, incoming.
>>
>>145202916

Not him, but yes they are facts you retard. You've never made an actual game. Try it and you'll see
>>
>>145202928
No. You're right. Those are not facts.
But they are guidelines proposed by highly experienced 3d modellers.

How about you provide some facts?
>>
>>145202717
>ADHD is an invention to sell drugs.
Ok. I haven't even been offered drugs. So that's that.
>>145202989
Obviously just making a joke anon. I don't think it's wrong to like cute things as a grown man. Especially cute girls (I'm 'guilty' of this myself).
>>145203050
Nice work anon. Properly half-assed as it should be.
>>
>>145203030

what's wrong with goto statements?
>>
>>145203058
quads don't ensure proper deformation, triangles do. same with texturing
>>
>>145203058
>>145202836
You're literally so fucking stupid. Quads are not the polygon type you'll want to strive for, because they can still be subdivided into triangles.
>>
>>145203142
Absolutely nothing actually
>>
Since I posted kinda late in the other thread:
What sounds more fun; a stealth game where you collect evidence to unravel a conspiracy or a first person game similar to dark messiah where you explore a land full of creatures from Greek mythology?
>>
>>145195038
>What? It's the most fun part of modeling.
:^)
>>
>>145203142
what's wrong with garbage collectors?
>>
>>145203165

You don't use triangles when modelling in blender/3ds max though.

>>145203180
Yes they are. You don't model in triangles.
>>
File: wwae.gif (3MB, 319x239px) Image search: [Google]
wwae.gif
3MB, 319x239px
>>145203005
>Almost all neurological conditions can be viewed on an MRI, many with smaller effects than adhd, but adhd can't be for some magical reason
>quantum states is a buzzword I head, what I meant to say is "n-dimensional" but as you can see in my image I'm in the 20 or below IQ range
>falling for the penis bait because of feelings of inadequacy

Shit man.
>>
>>145203126
Wow fuck you, I've worked on that for two weeks!
>>
>>145203215
Always Dark Messiah
>>
>>145203259
>You don't use triangles
oh but i do. why don't you do too?
>>
>>145201468
well you can be a men but sometimes you get a little bit more estrogen than you should
>>
>>145203253
They don't get paid enough.
>>
>>145203259
Are you fucking stupid? You're always modeling with triangles, how else can vertices of a quad be non-coplanar?
>>
>>145203030
Nothing. If they get the job done it literally doesn't matter.
>>
>>145201115
Underrated post
>>
>>145203165
>>145203165

>"When modeling, triangles are typically a polygon type often avoided.
>Triangles tend to pose a problem when subdividing geometry to increase resolution and when a mesh will be deformed or animated."
>>
>>145203465

No, you aren't always modelling with triangles.

Open up 3DS Max and draw out a quad.

Or choose the utah teapot shape and just draw one out. Look at it. The polygons are planar and have 4 vertices each. They are quads.

Select polygon mode and just click on one. This isn't rocket science.
>>
>>145203515
>often avoided
why though?
>subdividing
why would you subdiv a game model?
>>
>>145203328
That's pretty much what I was leaning towards.

Plus I can cash in on those VR sheckles eventually.
>>
>>145203165
quads subdivide nicely
triangels have better form when you deciamate your models

if your final models have triangles in it, its not a bad thing but if you want to keep an edge flow when subdividing you gotta have quads
>>
>>145203030
Nothing really. The problem with them is that they're state you can't know when you're altering. It could happen anywhere and you're imperfect so you may rely on it not changing and then it changes unexpectedly. But there's no problem outside of that. Off the top of my head. There's some difficulties with code reloading but since you're asking you're not gonna do that yet..
>>145203142
They're perfectly valid to use and people misinterpret dijkstra because the argument goes above year 1 CS students heads and that's when they hear about goto.
>>145203325
Sorry mate.
>>145203275
>Quantum states
It's a very simple concept. It's a representation of the state of space. It's true I'm not too familiar with it but I heard about it when looking at Grahams number which has some very interesting explanations to try and comprehend just how huge it is.
https://www.youtube.com/watch?v=XTeJ64KD5cg
It's really fun stuff.
>falling for penis bait
I dunno anon. People here are huge (Sweden, no meme, young Caucasian guys here are huge). I do feel inadequate. Particularly because I'm a grower.
>>
I hear too much advice here on what NOT to do. How about something we should do?

So if OOP is the devil, what's the angel-equivalent?

If global.variables are to be avoided, what should you use instead in its place?

If pixel art is the worst art style, what is the best art style to use as an Indie?
>>
>>145203708

>why would you subdiv a game model?

To use Zbrush to sculpt it? To animate it? I'm a programmer and I know this shit
>>
whats wrong with blueprints
>>
>>145195303
make it so the player can't move for about 5 seconds, it'd be hilarious
>>
>>145203840
whats right with blueprints
>>
>>145203215
Stealth is always fun. But what kind of stealth? Cause Elder Scrolls has "stealth".
>>
File: to agdg and beyond.png (2MB, 1600x900px) Image search: [Google]
to agdg and beyond.png
2MB, 1600x900px
And another one.
>>
>>145203840
They don't have access to every C++ function, but besides that not much
>>
File: 1457019376120.gif (842KB, 480x270px) Image search: [Google]
1457019376120.gif
842KB, 480x270px
>>145203779
>Defending this hard

He's a fucking troll dude stop replying to him it makes it look like he fucking hit your right where it hurt.
>>
File: alien trilogy psx.jpg (66KB, 640x480px) Image search: [Google]
alien trilogy psx.jpg
66KB, 640x480px
post SPACE JAM INSPIRATION

any artists here who can do stuff like this?
>>
>>145203826
>>why would you subdiv a game model?
>To use Zbrush to sculpt it?
zbrush runs its own topology modification, no need to pretend you have to specially prepare the model
>To animate it?
not game dev. no one subdivs models for animation in games

are you gonna pretend like you know shit or are you gonna continue to cargo cult?
>>
>>145203779
>The problem with them is that they're state you can't know when you're altering. It could happen anywhere
Uhhhhhhhhhhhhh I'm the one writing the program retard
>>
Using RPGMaker sprites and generated sprites as placeholders; Y/N?
>>
>>145203840

The users, mostly. The way the feature was designed to be used is that programmers create complex logic in C++, which is exposed as a simple node in blueprints that can be wired up by anyone to rapidly prototype or change features.

What ACTUALLY happened is that a bunch of idiots thought they could program an entire game using visual scripting, so they create these horrendous spaghetti monstrosities in blueprints instead of writing an extremely simple function in C++ and turning it into a single node in blueprints like intended.
>>
>>145204108
Some people have workflow where they do a lowpoly then follow up with highpoly, which for mechanical objects is better done with standard poly modelling instead of sculpting. There is a reason to stick to quads (other than manually dropping them down to tris once it's time to port into an engine).
>>
>>145203818
OOP is fine though. Global variables are also fine. If it gets the job done it's fine. I don't know about art.
>>
>>145204089
>SPACE JAM INSPIRATION
https://www.youtube.com/watch?v=K6ltUeTR4y0
>>
>>145204108
But clearly I do know shit, as opposed to you who doesn't even understand why we use quads for modelling or why we subdivide models
>>
>>145204089
oh man, them individual death animations
I died over and over just to see them all
>>
>>145204056
Sometimes you morons are just too dense.
I'm on an anonymous imageboards and I've been here for over 10 years. The only reason I'm replying is because I enjoy to. Arguing validly with trolls may seem frustrating to some. It doesn't matter. It's just a way to find many many many ways of making you seem silly in a real discussion. Imagine seeing this on TV. You'd look like the biggest git in the world.
That doesn't matter here though.
>>145204147
Now this is just silly. Perhaps you just need that realization. A programmer writes a lot of code. It really does get hard to remember everything. That's why all these attempts at paradigms exist essentially. There's no reason to write anything other than assembly otherwise. Or some better abstraction that allows for metaprogramming.

Perhaps we'd move up to some high level C code for portability reasons but I somehow doubt that even.
>>
File: 320248223479567019.jpg (88KB, 500x625px) Image search: [Google]
320248223479567019.jpg
88KB, 500x625px
>>145204089
SPAAAAAAAAAACE
>>
>>145204108
you can't add details in models without subdivision, without subdivision we wouldn't have things like realism because we would have to make complex models by just adding loops and it would add hours of work just adding loops to make a model high res
>>
>using godot

How is gdscript similar to python? Why don't they just use python?
>>
>>145204486
So basically, "global variables, which make things easier, are bad because I'm forgetful"?

Complete garbage
>>
>>145203818
OOP and global variables get the job done. There is a reason they've been used for so long.
As for the art, just do what you're best at.
>>
>>145202237
>no replies
YOU GUYS ARE ALL FUCKING DEAD
>>
File: Network densities.webm (395KB, 1588x766px) Image search: [Google]
Network densities.webm
395KB, 1588x766px
Retoasting because it's not 5AM
Network densities are good to go
no idea why the framerate got so murdered
>>
File: basic menus.webm (1MB, 1198x803px) Image search: [Google]
basic menus.webm
1MB, 1198x803px
>>145202237
I already posted my progress last thread! Please..please don't hurt me.
>>
>>145204661
We don't negotiate with terrorists in /agdg/.
>>
>>145204284
>There is a reason to stick to quads
well i guess there is one out there but i doubt it'll come in play when modelling a CAR. like seriously, will anyone finish a low poly version and then make a high poly one?

my point always has been that you should not force yourself to quads just because subdiv shitters tell you so

>>145204440
i asked you to back up your claims which you never did. you just continued to quote some imaginary source with even more claims
>>
File: 2150238295.gif (3MB, 480x290px) Image search: [Google]
2150238295.gif
3MB, 480x290px
>>145203818
People don't want to talk about things they like. They only want to talk about things they hate.

Code: Do what works for you. No one is going to see your code anyway.

Art: I'm fine with pixels, but I'd either like to see more detailed/higher-res pixel art, or some nicely designed low-poly 3D.
>>
>defending OOPs
I guess I can understand this

>defending global variables
what the fucking fuck /agdg/
>>
>>145203678
And when rendering they get broken down into ______________________
>>
File: toppest of keks - Copy.png (340KB, 1655x935px) Image search: [Google]
toppest of keks - Copy.png
340KB, 1655x935px
>>145204486
>That doesn't matter here though.

ADHD dev confirmed for being such a pussy he can't argue with people IRL and thinks lying about his dick being 17cm and feeling inadequate in a country where the avarage is 15cm, so what he is actually has is probably around 13-14.
>>
File: 444308319470704214.jpg (227KB, 562x900px) Image search: [Google]
444308319470704214.jpg
227KB, 562x900px
>>145204505
SPAAAAAAAAAAAAAAAAAAACE
>>
File: agdg.png (169KB, 474x464px) Image search: [Google]
agdg.png
169KB, 474x464px
>>145203050
Here. Imo it's better but I dunno. It's a trivial change but your version just felt flat.
>>145204615
Yes. That's pretty much it. You can make everything that's not a local variable a global and be fine with that.

It's not me in particular though. It's pretty much everyone that does programming that thinks this way. You can choose to learn from their experience or your own.
>>145204632
>OOP and global variables get the job done.
Cannot coexist. You've broken encapsulation.
>>145204661
Guns don't kill.
Too many/severe bulletwounds kill.
>>
>>145204661
Try posting progress instead of memes the next time
>>
File: 43797.png (127KB, 650x720px) Image search: [Google]
43797.png
127KB, 650x720px
>>145204736
>none of the triangles go anywhere near madagascar
>>
>>145204807
do you model by extruding triangles or quads?
>>
>>145204807

And I said you can kiss my ass. You asked and I gave you the answer, if that isn't good enough to do some googling.

But if you had the initiative to google and solve your own problems you wouldn't have even had to ask in the first place you pissant

>>145204860
When rendering they get broken down into triangles. When modelling you use quads
>>
>>145204736
You said you were getting 150fps with your mesh rendering that's only on your PC, unless you're on a literal toaster you'll need to optimize.
>>
>>145204885
>Cannot coexist. You've broken encapsulation.
Unless you don't use the global variables of course. Forgot that. Since this is a troll debate that's important to note.
>>
>>145204921
After you.
>>
Should we all just use trips as soon as we post progress to get rid of the 'where's your game?'?
Seriously considering that. It's the worst meme this place has.
>>
>>145204959
i use the knife tool

>>145204998
you haven't given a single fact. oh, i should google to back up your claims now?
>>
I like thing
>>
>>145205217
Reminder to post with trip #rocket to join the team that will win Space Jam
>>
>>145205252
They are facts, whether you like it or not, or whether you believe it or not.

That's the good thing about facts: what people think of them doesn't change them at all

have fun
>>
File: 1465680809241.jpg (176KB, 982x765px) Image search: [Google]
1465680809241.jpg
176KB, 982x765px
What does topology for a face like that look like?
I mean it looks pretty flat, but is there faces for the nose ridge, indentations for eyes?
>>
>>145205093
I'm not the one complaining about getting no replies though
I'm completely satisfied with the amount of replies I am getting
>>
File: 11-2.webm (1MB, 668x660px) Image search: [Google]
11-2.webm
1MB, 668x660px
Making some ranged weapons and shit
>>
File: powerslidin.gif (2MB, 632x354px) Image search: [Google]
powerslidin.gif
2MB, 632x354px
Added powersliding to the game! It's a basic slide move that also damages enemies you do with down+Z. You can jump out of it, and doing so retains your momentum. Oh, and if you hit an enemy that bounces when you hit them normally they get knocked back even more. I also changed some others stuff: the mini-puffs used to respawn but now they stay dead, and the crab sand lump is on a different layer because it used to interact with your projectiles and this was the simplest fix. This made it go behind the grass too but I kinda like that, you need to be extra observant to see them.
>>
>>145205328
FUCK YOUUUUUUUUUUUUUUUUUU
I HOPE YOU DIE FUCKING FAGGOT
>>
>>145205447
looks hilarious
>>
File: heighf[s.png (3MB, 1907x763px) Image search: [Google]
heighf[s.png
3MB, 1907x763px
>>145205062
I definitely need to optimize, but the frame drops are from the recording software.
>>
>>145205252
if you were modeling with triangles you would have to extrude a vertex and then fill it to a triangle.
with a quad you don't have to do that, and instead of using knife you can just select 2 vertices's and hit J
>>
>>145205465
Nice
>>
>>145205390
can you specifically quote a fact? not a claim, a fact
>>
>>145205465
CUTE

You should add a special move where she slams her guitar to the floor and lights it up.
>>
File: hammer.webm (566KB, 640x360px) Image search: [Google]
hammer.webm
566KB, 640x360px
who here /makingshitupastheygoalong/
>>
I don't see how a game could be made without OOP honestly. I think it's a big fat stinky prank.
>>
>>145203818
>So if OOP is the devil, what's the angel-equivalent?
Procedural programming.

>If global.variables are to be avoided, what should you use instead in its place?
Pass stuff around instead of making it global.
>>
File: 1433367819003.jpg (122KB, 640x640px) Image search: [Google]
1433367819003.jpg
122KB, 640x640px
>Singletons
>>
>>145205608
>>you should not avoid using triangles
>since you're only using triangles...
is your screen reader skipping certain words?
>>
File: 1464533121257.jpg (98KB, 600x650px) Image search: [Google]
1464533121257.jpg
98KB, 600x650px
>trying to get back into gamedev after 6 months off
>>
>>145206094
The triangle/quad thing is like most shit thrown around here: Quads are as a general rule good because for most people it makes them work quicker/cleaner. If you are one of those people who want to make everything in triangles (before the engine breaks the quads) thats fine, no need to get mad.
>>
File: 1395018941156.png (433KB, 997x720px) Image search: [Google]
1395018941156.png
433KB, 997x720px
>>145203818
Don't listen to shitposters, do whatever works for you.
Fucking hell we're making indie games here and most of them aren't even gonna get done. Arguing about what kind of programming to use is honestly the stupidest shit.
>>
>>145206034
What's wrong with singletons?
>>
what do you think is the best/most practical/ easiest engine to build a roguelike?
what engine instead for a card game kinda like the pokemon tcg for gameboy?
>>
>>145206434
Hi there newfriend.
Anti-Singletons where the meme before the anti-oop meme. At least that meme made sense
>>
>If you are one of those people who want to make everything in triangles
oh, ok. haha, great banter m8
>>
Which should I get, or something else not on the list?

GameMaker Studio
AppGameKit 2
GG Maker/001 Engine
PureBasic
NuclearBasic
DarkBasic
Blitz Series
Monkey X
Unity
Leadwerks
Dev++

Totally have no idea what'd be best for beginners.
>>
>>145206434
Everything that's wrong with global mutable state.
>>
>>145206573
Gamemaker if you wanna do 2D.
Unity if you wanna do 3D.
>>
>>145206094
>LOOK MOM IM BAITING, IM BAITINGG!!!!
>>
>>145206513
Ok so what's the deal with singletons.

And why is everyone obsessed with triangles, how in love with triangles do you have to be to constantly discuss them day in and day out
>>
>>145206573
Scratch
>>
>>145206573
MMF2
>>
>>145206573
Unity if you want to 3D.
Unity if you want to 2D.
>>
>criticize usage of OOP that is relevant to gamedev
>provide better, alternative solution
Yeah, we're just shitposting.
>>
>>145206573
notepad
>>
>>145206573
What's your programming experience? If "none", probably gamemaker or some other GUI engine
>>
>>145206752
>Unity if you want to 2D.
kys
>>
>>145206771
I haven't seen one single game that is just a bunch of functions.
>>
>constantly waiting for when you will realise what setting is "best" for your game

I make such good progress when I'm not so fucking unsure.
>>
>>145204736
Are you going to make the under-water lines realistic? I know the trans-atlantic cables are not aligned like that. There was an article about it on hacker news a week ago I think
>>
>>145206941
Nobody's talking about FP.
>>
how do i implement Elo rating for a team game?
>>
>>145206771
Go to /g/ if you wanna argue about programming languages. It's honestly so irrelevant to amateur gamedev and it clogs up so many threads.
>>
File: wutdazog.jpg (10KB, 220x229px) Image search: [Google]
wutdazog.jpg
10KB, 220x229px
>he bought a unity license

What are the chances that Epic/UnrealEngine will pull the same pricing policy bullshit?
>>
>>145207046
Nobody's arguing about programming languages.
>>
>>145206981
>africa has more internet than europe
this is clearly during nuclear winter so current lines don't exist anymore
>>
>>145207012
Try and follow along, the discussion is about OOP vs FP as competing paradigms
>>
>>145207046
Not even that anon but you sound like a retarded GM babby
>>
>>145200991
I've considered two windows, but if I wanted to do that, I'd come and rework the engine itself, since that won't be the norm.

However, I am intrigued by your suggestion of multiple renderers, which I hadn't considered! I guess that's just a lack of familiarity of SDL, but I would've achieved an in-engine map editor with a layering and state system rather than a second renderer. But I guess that could simplify things! Could Renderers be used as layers pretty simply? Anyone have experience with SDL Renderers?
>>
>>145207024

You read white papers on the glicko 2 system:

http://www.glicko.net/glicko/glicko2.pdf
>>
>>145206646
>>145206752
>>145206843

Thanks anons I'll do some deeper research on them.

>>145206704
>MMF
Multimedia Fusion?

>>145206739
What the is that?

>>145206778
What framework or language plugin though?

>>145206843
Only just a little JavaScript...
>>
Stealthda, Zeldajam dev here.

Finally decided on a project.
I'm going to make a 1-4 player multiplayer cooperative first person hack-n-slash, in a Quake-era early 3d artstyle.

>Play as "evil" characters and fight "good" guys. Races will be things like goblins and skeletons, and you'll fight town guards, heros, and unicorns and such.
>Character abilities that actually set characters apart. Things like being able to fly, go invisible, and create portal pairs (like Portal).
>No classes. You can upgrade any skill as anyone to create unique classes.
>>
>>145207172
It's never been, not once. They're not competing paradigms, OOP and PP (procedural programming) are.
>>
File: 522699100472432436.jpg (500KB, 764x1000px) Image search: [Google]
522699100472432436.jpg
500KB, 764x1000px
Less programming shitposting, more space inspo
>>
>>145207329
It could be productive discussion if the pro-OOPers would keep up the level of discourse.
>>
>>145207180
>>145207442
It's completely irrelevant. It may seem like it is cause you gotta program to make a game but let's be honest here, no one in this thread who's arguing about why you shouldn't use OOP is actually making a game. It clogs up threads with a stupid discussion that doesn't matter when 90% of the people actually making progress here are probably using some engine/framework like GameMaker or Unity or whatever. It's shitposting at its finest and it should honestly just be banned from agdg
>>
>>145207267
>>>145206704

>>>145206739
>>MMF
>Multimedia Fusion?

>>145206704
>What the hell is that?

>Oopes I had the replysbackwards
>>
>>145207296
Oh okay cool, so what are some PeePee games?
>>
File: 4PLWRG1.png (865KB, 918x947px) Image search: [Google]
4PLWRG1.png
865KB, 918x947px
>>145207329
>>
File: 522699100477536159.jpg (659KB, 1920x1244px) Image search: [Google]
522699100477536159.jpg
659KB, 1920x1244px
>>145207442
Stop shitposting please.
>>
>>145207294
Ambitious

I'd play it
>>
>>145207502
Scratch.org
>>
>>145207184
After a little googling, it seems it doesn't really make sense to have multiple renderers for a single window, so if I wanted multiple windows/renderers, they're always going to be tied together.

Think I'll stick with the single WindowRenderer class, thanks guys!
>>
>>145207557
What are some OOP games?
>>
>>145207491
>I'm retarded so everyone's retarded
Sure pal
>>
File: 317926054916792321.jpg (163KB, 1032x774px) Image search: [Google]
317926054916792321.jpg
163KB, 1032x774px
>>145207715
>>
>>145207557
Actually it's not possible to program a game using Procedural Programming, but the thing is, if you could, it's provably the most effective paradigm, in theory.
>>
Is clojure a good language for making games?
>>
File: CleanCherubWalking.webm (739KB, 588x427px) Image search: [Google]
CleanCherubWalking.webm
739KB, 588x427px
>Have to make skeleton go from dirty to clean, setup material with scalar parameter to drive it, name it something random.
>Setup curve in the animation to drive the parameter, name it something random
>Apparently I accidentally named them the same thing, and in ue4 that apparently means that the material detects the animation and reads the curve as that parameter automagicly

Fuck my evening just got abit better. All the fun stuff I can do with this.
>>
>>145207932
>Is clojure a good language
No.
>>
File: Green-Vs-City-HD-Wallpaper.jpg (628KB, 1920x1080px) Image search: [Google]
Green-Vs-City-HD-Wallpaper.jpg
628KB, 1920x1080px
>>145207771
That sent me here..
>>
how do you resist the urge to just completely delete your project and start again

it feels so broken and shitty and i'm sick of it.
>>
>>145207935
God damn that looks cool.
>>
>>145207835
>he doesn't know
HAHAHAHAHHAHAHAHAHAHAHHAHAHAHAHHAHAHAHAHAHHA
>>
File: 1427084226798.png (44KB, 400x380px) Image search: [Google]
1427084226798.png
44KB, 400x380px
>>145207715
less shitpost, more shippost
>>
File: 370561875568044455.png (1MB, 1490x865px) Image search: [Google]
370561875568044455.png
1MB, 1490x865px
>>145207906
>>
>>145208045
>falling for the OOPs meme
>everything crumbling around you into ruin
I empathize but I can't sympathize, friend.
>>
>you're not allowed to discuss programming important to gamedev but I'm allowed to dump random space images
>>
>>145207932
i like how agdg phrase their questions

>Is clojure a good language for making games?
>why on god's green earth would i use clojure
>oh is it because im a hipster/shitposter or actually interested in the language
>lets say i do use that language, are there any framework/tools to help me
>>
>>145208079
That looks pretty sweet.
What did you use for modeling and texturing?
>>
>>145208153
How do you know I'm not reporting every one
>>
>>145208054
And its in VR so its mindbendingly spooky to have one of these fuckers come up under you.
>>
but how do you make space cute?
>>
>>145208153
They're both stupid but one person shitposting is much better then 3+ people shitposting at the same time
>>
>>145208153
>important to gamedev
kek
>discuss
>the thing you use it shit
>no it's not
>yes it is because reasons
>no it's not because reasons
>you'e dumb
>no u
etc
>discuss
>>
>>145207935
Thats gonna be scary as fuck when it's finished!
>>
Tfw exams tomorrow and I'm deving
I don't even know what's the exam about, never been to a single lecture for that subject.
At least I'm making progress.
>>
>>145208304
>no it's not because reasons
This never happened.
>>
>>145208194
Not mine, I just found it on /agdg/. Reverse image search tells me it was made by this guy.
https://twitter.com/kennethfejer
>>
>>145208263
Make constellations that form cute anime girl faces
>>
>>145208339
Thanks man. I'm gonna guess that was a compliment
>>
>>145208153
>im so indecisive and insecure to the point where i have to do a comprehensive research on what language is best for my indie prototype
>>
File: waifu2.jpg (182KB, 1320x743px) Image search: [Google]
waifu2.jpg
182KB, 1320x743px
>>145208263
I apparently made this over a year ago and I don't know why
>>
i need open-source gameplay to make assets for
>>
I've already started making my game using MVC. Did I fuck up?
>>
>>145208432
Nobody's arguing about languages.
>>
>>145208392
Just like you posting your game but hey we can't always have what we want.
>>
>>145208153
This thread isn't called gamedev theory general. It's called amatuer game dev general. These kinds of "discussions" have absolutely no place here.
Either talk about your game/someone else's game/post progress/etc. or shut the fuck up. You people are one of the worst parts of agdg
>>
>>145208562
Completely agree and honestly it's mostly the fault of the OOP shitters who can't imagine how they'd make a game using FP
>>
>>145208641
Nobody's talking about FP.
>>
>>145208562
This thread isn't called gamedev theory discussion critisizm general. It's called amatuer game dev general. These kinds of "discussions" have absolutely no place here.
Either talk about your game/someone else's game/post progress/etc. or shut the fuck up. You people are one of the worst parts of agdg
>>
>>145208484
Download one of the UE4 game demos.
>>
>>145208406
That's a pretty neat twitter. I'll have to browse around sometime.

>>145208418
Yerp!
>>
>>145208641
the point is making games, no discussing whenever something is better or worse.

you have online comparisons everywhere,you have quora,reddit and tons of tech sites to ask those questions.
there is probably some computer scientist that already made all the necessary comparison somewhere
>>
>>145208684
>my PeePee Programming
So why is it that this is the first I've heard of this, along with all this shitposting

Do you even know what FP is or are you just meming?
>>
>>145208886
Of course I know what FP is. And that's why I can say with confidence that a discussiona bout OOP has absolutely shit all to do with FP.
>>
>>145208562
I think people arguing about OOP is fucking anoying, but saying you cant discuss the theory surrounding gamedev in these threads is stupid. Knowing the best way to program a game is important and people should be able to discuss it.
>>
Honestly what's the big deal about OOP? Is it something I really have to think about for gamedev or no? Tell me for real
>>
>>145209120
Yes. I'm not joining the autism debate by explaining why, so please just look anywhere outside of this website. It's the industry standard for a reason.
>>
>>145209120
You shouldn't think about paradigms at all. Write good code with the tools avaiable. The point is that this good code is very rarely OOP.
>>
>>145204838
What am I looking at here? Blog? DL link?
>>
>>145209295
>I'm not joining the autism debate by explaining why
*I can't explain why

>please just look anywhere outside of this website
*Stop reminding me that I don't know what I'm talking about

>It's the industry standard for a reason
See above.
>>
File: focusUnfocus.webm (3MB, 1536x864px) Image search: [Google]
focusUnfocus.webm
3MB, 1536x864px
I made a simple script to focus the DoF on the thing you are centered looking at.
>>
>>145209296
Show me one game written with FP. Just one, that's all I ask for.
>>
>>145209604
Nobody's talking about FP.
>>
>>145209296
>>145209448
Has this sperg given one reason why he feels that way? FP is a hipster meme and PP is what you do when you first learn how to program and haven't learned about classes yet.

Please, enlighten me with an actual piece of evidence why the paradigm used in 99% of games and otherwise is worse then whichever one you support. Also, I'd love to see your credentials and one of the big projects you've managed to throw together using a different paradigm. If you don't have that, don't bother responding.
>>
File: 1442447617913.png (104KB, 247x247px) Image search: [Google]
1442447617913.png
104KB, 247x247px
>put off fixing error because it seems really complicated
>decide to finally try and fix it
>some code is commented out, don't know why
>remove comments
>error is fixed
>>
>>145209730
Try and keep up, we're talking about OOP vs FP paradigms
>>
>>145209757
>>145209757
>Please, enlighten me with an actual piece of evidence why the paradigm used in 99% of games and otherwise is worse then whichever one you support.
http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/
http://gamesfromwithin.com/data-oriented-design

>>145209831
That doesn't make sense, because OOP and FP are orthogonal concepts.
>>
>>145209398
https://twitter.com/wtfmig
I think he used to be either on here or on the /v/ gamedev threads.
>>
File: BookItsAFeature.webm (658KB, 913x558px) Image search: [Google]
BookItsAFeature.webm
658KB, 913x558px
>>145209579
That game would sure look good in VR.....
If its in UE4 I'll gladly help to port it
>>
File: no.gif (2MB, 320x180px) Image search: [Google]
no.gif
2MB, 320x180px
>/agdg/ has been replaced by NPCs
>>
>>145209757
>>145209878
>link to an article from 2007
>didn't provide his credentials
Where's your game buddy? Don't have one?
>>
>>145210125
What's wrong with 2007? Where's YOUR game, and your actual argument, at that?
>>
Anyone made a 2.5D shooter in Unreal 4, but with its fancy lighting system, or know of one?

I'd like to see what it looks like.
>>
>>145209931
Thank you, kindly.
>>
>>145210125
i think you are getting your fix in the wrong place.
try /b/ for few hours and come back
>>
Can you make literally any kind of game in the UnrealEngine using only blueprint/kismet(drag and drop things)?
>>
File: 14.png (495KB, 1600x798px) Image search: [Google]
14.png
495KB, 1600x798px
>>145210197
Here, just took a screenshot. I built the engine from scratch, all in the past month.

Where's yours?
>>
>>145209068
Not really though. We're amateur gamedevs, not professional gamedevs. The vast majority of people here aren't even going to finish a game. Knowing the best way to program a game doesn't matter at all when most people are amatuers and most people aren't even going to finish one.
You gotta walk before you can run. Take this shit to /g/ where it belongs.
>>
File: Vegetation.png (78KB, 1425x625px) Image search: [Google]
Vegetation.png
78KB, 1425x625px
I want the environment in my game to appear as natural as possible. Using this as a reference, do you reckon this will feel right?
>Prairies -> semiarid desert/xeric shrubland -> grass savanna -> rainforest
and
>Same prairies from before, but in the opposite direction -> montane forests
>>
>>145209993

I am sorry its Unity.
>>
>>145210452
Why should I believe you?

>>145210474
Why are you so defeatist and irritatingly depressive?
>>
>honestly don't see the problem with global variables
This doesn't seem like the time to ask though
>>
>>145210448
No.
In order to be able to read and write savegame files, you have to use C++.
>>
>>145210667
are you literally gaslightning
fuck off
>>
>>145210452

>this guy is one of the shitposters

dropped
>>
>>145210474
Being an amateur is no excuse for writing shitty code and not researching the best coding practices.
Although i doubt if 40% of AGDG even know what OOP is. Most people just use GM or unity and drag and drop shit in.
>>
>>145210060
Speaking of which, can you think of games where NPCs are less prone to repeating themselves/can actually be interesting? Psychonauts had great NPCs in the camp overworld. It was one of the few times I'd talk to everyone out of genuine interest and not OCD.
>>
>>145210674
http://c2.com/cgi/wiki?GlobalVariablesAreBad
>>
>>145210724
>gaslightning
stealing this idea
>>
File: 1365723945345.gif (954KB, 375x211px) Image search: [Google]
1365723945345.gif
954KB, 375x211px
>OOP is bad because I design my code like a retard
>I should know what's good and what's bad in games, I made a roguelike dungeon RPG that nobody has e v e r heard of
Why do people listen to folks like this instead of actual industry leaders?
>>
>>145210448
You might run into performance trouble making something like minecraft, but pretty much.

Although as >>145210708 says, certain things you'll likely need later down the road don't have blueprint access.
You can do save games though.
>>
>>145210752
then provide your reasoning and end the argument
>>
>>145210724
>everybody sucks really hard therefore you're not allowed to discuss shit that will help people improve

>>145210838
Show me some good OOP code that isn't designed "like a retard".

>>145210893
There's been tons of reasoning shown against OOP. Your side is the one who keeps it going by ignoring the reasoning and shitposting back.
>>
File: 15.png (1MB, 1600x801px) Image search: [Google]
15.png
1MB, 1600x801px
>>145210667
Here. Now show me your game or shut the fuck up.
>>
>>145210972
Why are you showing reasoning in the first place


nobody cares
>>
>>145210838
Not to mention the complete idiocy of the idea of making a game out of passing functions around
>>
>>145210752
And what's wrong with that? I'm sure a lot of amateur game devs have no intent at becoming a professional programmer. There are a lot of them that are more artists/musicians/writers/whatever that honestly have no interest in this stuff and just want to make games. At this level it doesn't matter if it's the best coding possible; all that matters is it works decently enough, plain and simple.
AGDG is not a thread about amateur programmers trying to become professional programmers, it is a thread about people on 4chan that want to make games. There might be some overlap there, but overall it's not the point of the thread.
>>
What does Progress-san look like?
>>
>>145210972
>There's been tons of reasoning shown against OOP.

then provide it,for the sake of this argument
>>
>>145211065
A mirror
>>
what is the object-oriented way to become wealthy?
>>
File: 1405644167047.jpg (41KB, 298x258px) Image search: [Google]
1405644167047.jpg
41KB, 298x258px
>>145211024
>nobody cares
This is the correct answer. Please go work on your games and stop arguing, guys. Think of all the progress you could be getting done!
>>
>>145210708
Welp that sucks a big hairy fat one.

>>145210876
>performance trouble
That's what I was afraid of.

CURSE YOU INTERPRETED LANGUAGES!!!
>>
>>145211024
>s-stop actually arguing! :(

>>145211105
These >>145209878 are a good start.
>>
File: progresswaifu.png (272KB, 1095x730px) Image search: [Google]
progresswaifu.png
272KB, 1095x730px
>>145211065
>>
>>145210972
Still waiting for just one game made with FP
>>
>>145211215
I said something like minecraft.

For a standard FPS, the performance of blueprints won't make any difference
>>
>>145211124
deal narcotics

has there ever been a drug dealing simulator?
outside of Stick RPG and arguably, GTA China Town wars
>>
>>145211060
>all that matters is it works decently enough, plain and simple.
OOP doesn't, and prevents you from making progress because you have to refactor or copy and paste and then spend more time changing everything to be consistent later.

>>145211254
Nobody's talking about FP.
>>
>>145211226
>Can't even explain his own paradigm
>Doesn't have a game
Just shut the fuck up.
>>
>>145211226
Yes, stop arguing. Its accomplishing nothing.
>>
>>145211270
Actually you can nativize BP now to pure c++, so as long as your "programming" is sound its only a einy meiny bit slower.
>>
>>145211270
Aha, I get it now. Thanks
>>
>>145211315

Dope wars?
>>
>>145211226
Yes, stop arguing and shut the fuck up. No one gives a shit.
Hell, just leave the thread and don't come back. We'd be better off without you.
>>
>>145211060
Because it massively limits what you are trying to do and usually results in shitty generic games.
>>
>>145211326
>Nobody's talking about FP.
The discussion is about alternatives to OOPs.

Just one game, I'm waiting
>>
>>145211328
>>145211340
>>145211420
>s-shut up :(

>>145211438
Nobody's talking about FP.
>>
>>145210972
>>145211226
>>145211326
>>145211464
>DOESN'T HAVE A GAME
>DOESN'T HAVE A GAME
>DOESN'T HAVE A GAME
>>
>>145211215
>>145211370
This, but knowing programming before + being able to write own nodes in c++ is reaaaallyyyy good.
>>
>>145211124

Inheritance
>>
>>145211432
A shitty generic game is a lot better than not having any game at all
>>
>>145211505
All me and not an argument.
>>
Are there any actual arguments against OOP besides "I just don't like it"?
>>
File: terra millenium 1.png (16KB, 460x655px) Image search: [Google]
terra millenium 1.png
16KB, 460x655px
Progress of the past 2 days was that i added the combat controller and the player's turn is now functional. I just need to create an AI system for the enemy now
\>>145211438
Rollercoaster Tycoon
>>
>>145211509
Cool. Thanks
>>
>>145211408
eh, looks okay I guess
not really a 'video' game
>>
File: HighresScreenshot00000.png (3MB, 2414x1148px) Image search: [Google]
HighresScreenshot00000.png
3MB, 2414x1148px
How's my wall look?
>>
>>145211607
>>145209878
>>
>>145211587
>Disagreeing with industry leaders and hasn't even made a game
>Disagreeing with industry leaders and hasn't even made a game
>Disagreeing with industry leaders and hasn't even made a game
Pretty sure I'm not the guy that needs to defend him.
>>
File: ComboColoration.webm (3MB, 720x480px) Image search: [Google]
ComboColoration.webm
3MB, 720x480px
Some kind soul finally dug into the UE4 source and exposed the Slate RichText block to UMG, so I've FINALLY gotten started on something I've planned since like, day one:

Gap formatting!

True to the THPS-style readout, you have colored text for certain kinds of attacks. Special bullets (and, soon to come, charged-up attacks, which will also get larger font depending on their charge state) turn blue, environmental damage is red, weapon self-damage when swinging a Grunt around is greenish, Dash Attacks are gold, and Crouch Commands are pink.

What's extra-nice about this is that the way the formatting works, attacks with special coloration now automatically self-segregate; special bullets and regular bullets would before combine into one "Shot" entry, now they differentiate between special rounds and regular rounds.

Part of doing this was changing the way the formatting on the combo readout works, so now it removes full attacks (before, it would chop letters, leading to weird shit like "...eave + Aeroslice"

Also making some control binding changes; the default binding for controllers is now different (in preparation for the next demo) to make taunting more accessible. Reloading now snaps the reticle back to screen center, to avoid challenges doing active reloads when lock-shotting or dashing. Also, working out my controller binding presets (I've got a DMC one in the works, and I'm considering a Souls based one too).
>>
>>145211607
No. It's what the actual video game industry uses. If anyone here is actually trying to become a video game developer they better fucking know their OOP. Don't listen to special snowflake shitposters.
>>
>>145211750
>>145211797
All you're doing is appealing to authority therefore not an argument.
>>
File: Pathfinding.webm (2MB, 706x513px) Image search: [Google]
Pathfinding.webm
2MB, 706x513px
>>145211621
I have tried having 20 of these fuckers entirely programmed in BP pathfinding around the place without it going under 90fps in vr on a computer way under VR-specs. Så yeah, chill
>>
Indoctrinated OOP zombies ruining two whole threads because they're so threatened by their Java CS degree coming under fire
>>
>>145211753
>Some kind soul exposed the Slate RichText block to UMG
Thanks for the info, making remotely fancy text with the default set is such a bitch.
>>
>>145211902
You know Unreal 4 has pathfinding built in, right?
>>
File: sicp anime girl 3.jpg (100KB, 600x338px) Image search: [Google]
sicp anime girl 3.jpg
100KB, 600x338px
there's a million threads for OOPers. why do OOPers have to ruin the only 2 threads on 4chan made for FPers to have a place to talk (/agdg/ and /dpt/) with their OOP spam?
>>
File: ncyMGOy.png (398KB, 960x554px) Image search: [Google]
ncyMGOy.png
398KB, 960x554px
>>145211904
>Thinking that paradigm X is sometimes useful makes you an X indoctronated zombie

>>145212048
Yeah but what fun is that? Later switched to the built in one, had avoided it because I didn't know you could just extract the points from it
>>
File: Capture.png (214KB, 1527x413px) Image search: [Google]
Capture.png
214KB, 1527x413px
I feel like I'm making things too complex at this point.
What do you think?
>>
>>145211883
>Supports paradigm but hasn't tried it
>Can't think for himself
>Argues with yesdevs who have found evidence through experience
My argument is that you don't know what you're talking about, because you've never had to juggle a large project using FP, or sorry, "PP" (this is the OOP for babbys, kids)
>>
>>145212168
Nice false flag, nobody's talking about FP.

>>145212194
If it's useful in some situations, why don't you prove it? If you're not an indoctrinated zombie, why do you respond to criticism in such a negative way?
>>
>>145212412
When did I react negatively?
>>
>>145212389
Appeal to authority.
>>
File: code.png (1KB, 143x43px) Image search: [Google]
code.png
1KB, 143x43px
>>
>>145211725
Pretty wall-esque to be honest
>>
>>145212412
>nobody's talking about FP.
?

Can you read the thread please before responding?
>>
>>145211902
I should probably start with simpler devkits me thinks.

Thanks everyone who gave their opinions, really, no joke.

I think I'll probably buy both AGK and GMS then start there.

Welp, I'm gone~ I'll be back whenever I have something to show.
>>
I already started my project in GMS a few months ago. Should I buy it now that's on sale?
>>
>>145212523
Most of the pro-OOPers are just shitposting instead of providing actual reasoning.

>>145212579
The first person to mention FP at all was a pro-OOPer. When we were criticizing OOP, he responded by asking for an example of an FP-only game, which is silly because FP and OOP are not opposites.
>>
File: LkARIDr.png (137KB, 526x436px) Image search: [Google]
LkARIDr.png
137KB, 526x436px
>Okay at art but don't know shit about code
>For now just want to make a character move forward a tile when a key is pressed
>Open MonoDevelop
>What the fuck am I doing.wav
>Look at a tutorial
>My MD doesn't have the same autocomplete statements as in the video
>Assume everythings fucked on my end
>Started learning C# from some app called "Learn C#" but not sure if it's helping
>Meanwhile friends are all devving like crazy
>Contemplate jumping of a balcony
>>
What are all the options? OOP and what else? I can't tutorials on anything but OOP.
>>
I wouldn't mind making a game using FP, what would the best approach to this be?
>>
>>145212894
In general, procedural programming.
In the case of game objects, ECS.
>>
Adding a day/night cycle to my main menu was a good use of time right
>>
File: 1406402137923.jpg (103KB, 723x712px) Image search: [Google]
1406402137923.jpg
103KB, 723x712px
>>145212556
How is it that AGDG has gotten even worse? I feel like there's even more shitposting compared to progress now, if that's even possible.
Anyone know any other good amateur gamedev communities?
>>
>>145212929
>best
The most practical way is to use a language like Rust, with good support for FP, but makes it easy to use certain imperative techniques as well.

If you want to learn FP through it, use Haskell. You can't workaround the FP.
>>
>>145212770
>Started learning C# from some app
Fuck apps and other stupid shit like that. Get a decent book on C# and you will be set for all the basics.
>>
>>145212367
pointless making a car without all orto views
>>
>>145212936
Can you explain procedural programming? I know ECS is really complicated or whatever. What's the difference between procedural and object oriented?
>>
>>145213014
Almost every AGDG oldfag or yesdev is in the Steam group.
>>
>>145212770
Just use an engine anon. If you want to really learn programming first you won't be making a game for a while
>>
>>145201127
This and is really ridiculous, I've had perfectly working code rejected because it wasn't OOP enought, while people with a bugged code didn't because their use of OOP (wich was overused in my opinion).
As much as I love OOP too, people rely too much into it like it's the only correct way of coding. It's just a tool for fucks sake.
>>
>>145213014
reddit is quite good
>>
>>145213158
Is that still active? I was invited before but I never joined since I'm pretty shy.
>>
>>145213098
I don't want anything to do with OOP, so sounds like Haskell is the way to go for me then
>>
>>145195973
>Keeping data and behavior separate.
What did he mean by this?
>>
>>145213331
>thinking we'll take the bait
cute
>>
>>145212757
I don't want to have this discussion since its useless, but i'm actually really curious if you aren't a troll if you could enlighten me some.

First, here is what I'd define OOP as: "is a programming language model organized around objects rather than "actions" and data rather than logic."
And
"Object-oriented programming (OOP) is a programming paradigm based on the concept of "objects", which may contain data, in the form of fields, often known as attributes; and code, in the form of procedures, often known as methods. A feature of objects is that an object's procedures can access and often modify the data fields of the object with which they are associated (objects have a notion of "this" or "self"). "

Both of these are widely accepted, so please don't claim they are wrong, one is taken straight from wikipedia (bad source but usually not far from the truth).

So one of the things I love about OOP compared to FP(I know that's not what you are talking about chill, i'm just comparing to something I have good understanding off) is encapsulation and reusability in a way that the compiler/interpreter can flag if something seems awry, lets say a method defined in c++ returns an int instead of an char.

Can you give me an example how that is solved using another paradigm without you falling into the OOP definition the world uses? (The one in the start of the post).
>>
>>145213315
Yeah, it's been around for a long time and is pretty much always active.
>>
>>145213123
OOP: state and behaviour are bundled together into objects
PP: they're not

PP often leads to writing more generic and flexible code, while OOP locks you into a rigid design. That's why OOP is used for big enterprise software - your code monkeys don't have to think too much, they just follow the design made by an actual engineer.

>>145213457
>So one of the things I love about OOP compared to FP(I know that's not what you are talking about chill, i'm just comparing to something I have good understanding off) is encapsulation and reusability in a way that the compiler/interpreter can flag if something seems awry, lets say a method defined in c++ returns an int instead of an char.
That's just static typing.
>>
>>145213427
I don't care what you think. I've swam in the spaghetti enough to know it's not for me, at all. Also this >>145201127
>>
>>145213579
>>145213457
Could you please answer anon with an example I'm also curious.
>>
>>145201127
>>145213625
>Because it's mainstream it's automatically bad
You are the definition of a hipster
>>
File: thumbs up.jpg (29KB, 398x500px) Image search: [Google]
thumbs up.jpg
29KB, 398x500px
Just made my code about 1000% more efficient.
>>
>>145213331
Rust doesn't have much to do with OOP either way, except that it has method syntax. Remember, OOP and FP are orthogonal. Rust is procedural, and has both imperative and functional elements.

>>145213672
ECS is a perfect example. You have your components, which are just data, and your systems, which are just behaviour. If you want to make a new kind of entity, you just add the components and call the systems on the components.
http://boreal.aggydaggy.com/programming/2016/05/26/entity-safari.html
In OOP, if you want to combine the data/behaviour of two base classes, you run into the diamond problem and multiple inheritance, and god forbid you want to inherit only part of a class. Both situations require constant refactoring to get stuff done.

>>145213751
No, the point is that just because it's mainstream doesn't mean it's good. That's pretty much the only "reasoning" ever offered by pro-OOPers.
>>
>>145213869
Clearing out bad code after acquiring experience has to be one of the best feelings in life.
>>
>>145213158
>Almost
Exactly

I'm not, for instance
>>
Making games is so sloow and booring
I just wanted to make make money :(
>>
File: 1460651508213.png (357KB, 680x844px) Image search: [Google]
1460651508213.png
357KB, 680x844px
>>145205426
Animu looking models usually have modeled features on their faces, or they would look too flat and unnatural in any other angle that is not front. But they usually hide the topology with no lighting and baked shadows (or cellshading) to make then look nice.
Pic related, a model with and without lights. You can se the facial features with the light on, but they usually look pretty bad, or at least llose the hand drawn effect to them.
Can't find a pic of this model's face's topology right now, but you can easilly download it (or a similar looking model, since this one seems to be based on MMD models) and look at it by yourself.
>>
>>145213947
>>145213579

In my game I have what I call pawns, which are just a set of objects containing objects with related methods, then I have puppeteer classes, essentially AI classes, that call those methods. Is this really simpler and easier to understand(as in, is readability good) in ECS?

Also in ECS, how do you tie the Components and systems together? Because if they ever combine they meet the the generally accepted definition of OOP i posted here: >>145213457
>>
File: haha.jpg (100KB, 519x600px) Image search: [Google]
haha.jpg
100KB, 519x600px
>>145201115
>>
>>145204340
Do you regularly shitpost on /pol/ Gogem?

I'm just wondering if living in australia is the same as being australian
>>
>>145214169
That's fine, anon ;^)
>>
>>145214546
>shitpost on /pol/
you mean post on /pol/?
no i dont post on /pol/
>>
>>145214349
>In my game I have what I call pawns, which are just a set of objects containing objects with related methods, then I have puppeteer classes, essentially AI classes, that call those methods. Is this really simpler and easier to understand(as in, is readability good) in ECS?
Instead of having "pawns" and "puppeteers", you'd have entities able to have a player control component OR an AI component OR a network component, etc.
To be fair, this component could be OO, where you have an interface for any control component that is implemented in those different ways. The systems just call the interface methods for that component. You'd do this if you wanted to be able to add new types of control component easily.

>Also in ECS, how do you tie the Components and systems together?
Systems are functions that take components as parameters (potentially mutable). For example, a movement system could take the position and velocity components as parameters and modify the position component. The important part is that systems (and therefore behaviour) are not 1:1 with components, allowing components to cleanly interact.
>>
>>145214576
Fair enough

But where will I post Mayhem League progress? Occasional /v/ dev threads? Because /cgg/ is dead
>>
>>145214684
fucking australians
>>
File: 444531_400w_1000h.jpg (19KB, 400x267px) Image search: [Google]
444531_400w_1000h.jpg
19KB, 400x267px
>>145214054
>tfw looking back on your code from when you first started programming
>>
>>145214839
>First part
Yeah that is EXACTLY what I have implemented right now, so is there any use in switching to ECS in this specific case or are they kinda equal in this aspect?

>Second part
In my system this is solved by each "character" (or whatever) inheriting from, lets call it a "world-locationable". Now, except for personal opinion on what is more easily readable, what is the good thing about using ECS here? Except not having to have something callled world-locationable
>>
>>145215078
you have to go back >>>/pol/
>>
File: sEye_anim_idle_unfinished.gif (11KB, 96x96px) Image search: [Google]
sEye_anim_idle_unfinished.gif
11KB, 96x96px
Far from unfinished but progress regardless.
>>
>>145213526
Can I just join or what?
>>
Having just completed "fun with a pencil", I can absolutely see why people recommend Loomis. I could barely draw a human body at all before this, and now I am almost confident.

Feels good honestly.
>>
I've been programming my game that uses global variables for everything about the world, while you retards rub your butts around on the thread.
>>
>>145215243
>Yeah that is EXACTLY what I have implemented right now, so is there any use in switching to ECS in this specific case or are they kinda equal in this aspect?
Switching to ECS would mean using this methodology for everything. So yes, in this specific case they are equivalent.

>In my system this is solved by each "character" (or whatever) inheriting from, lets call it a "world-locationable". Now, except for personal opinion on what is more easily readable, what is the good thing about using ECS here?
Without considering modifications, ECS doesn't have any benefit over an existing, "perfect" OOP hierarchy. The issue is that OOP makes it hard to introduce new entities that don't fit perfectly into the hierarchy, like if you wanted to inherit from two classes or only inherit parts of a class. That necessitates refactoring or code duplication. With ECS (or composition over inheritance in general) you don't inherit entities from one another at all, you just use the components you want.
>>
>get to the point that you hate working on your game and you don't think it's fun and have no confidence in it
>it gets greenlit
looks like im deleting my greenlight in like a month and relaunching lol
>>
File: skeletor-1980s.png (1MB, 1215x963px) Image search: [Google]
skeletor-1980s.png
1MB, 1215x963px
>hundreds of posts of nodevs arguing about ECS/FP/OOP
>90% of the yesdev /agdg/ games like Pantsu Harvest, Clarent, Source Robe, Zero Quest, Dungeon Break, that frog game, the torpedo game, etc. use Game Maker: Studio, which doesn't even support ECS/FP and has extremely limited OOP

have the nodevs taken over?
>>
>>145215671

foot is fucked
>>
File: 1463307854424.jpg (93KB, 1280x720px) Image search: [Google]
1463307854424.jpg
93KB, 1280x720px
>>145215751
Obviously. Compare the amount of progress to the amount shitposting. It's even worse than before and it's always like this. The nodevs have won
>>
>>145215751
We're only allowed to talk about things that the majority like?
>>
>>145215860

Have they really won? I've been working on my game this whole time whilst they are pissing time into the void arguing about something nobody cares about.
>>
>>145215751
Just because one uses GM doesn't mean one can't also discuss programming outside of it.
>>
File: 1381547182605.gif (860KB, 600x313px) Image search: [Google]
1381547182605.gif
860KB, 600x313px
>>145215883
>>
>>145207935
The new effects look rad my man
>>
>>145215860
Maybe instead of crying about it, you should counteract it by posting (or replying constructively to) progress
>>
>>145215697
3 things
1. "refactoring" isn't that hard anymore, even big things in my project could usually be solved with telling my IDE "Shit I want this function to use this variable instead" whereupon it automagically did it for me. NOW I know this should make any programmer start smelling owls buried under the moss, but refactoring in modern IDE's is usually just 3 clicks.
2: The more this discussion goes one the more I'm liking the sound of ECS
3: The total lack of hierarchy, to me, seems like it would make abstraction hard (or even impossible), Is it possible because it seems like it goes against everything i've understood so far? (Retard warning here I'm tired)

But lets say I have a bunch of "whatever you call them in ECS" that all use a very similar set of components, do I have to add those components manually to every single new variation of "Stone" I have in my game? Or should I make some meta-component that contains these components and aren't we back at kinda OOP again? And now if we take point 1 into account, doesn't this kind of repetition actually make ECS slower to program in?

(Trying to learn here seriously)
>>
>0-4 vidyadev
>5-9 study
>>
File: Unity 2016-06-12 02-03-32-54.png (1MB, 1920x948px) Image search: [Google]
Unity 2016-06-12 02-03-32-54.png
1MB, 1920x948px
Progress: characters edition
>>
>>145216774
I like them
>>
>>145216774

nice I really like the design.
>>
>>145216534
>1.
Refactoring is more than renaming, anon.

>3:
What do you mean by abstraction, in the case of game objects? Putting them all in the same list and being able to process them all with the same few calls? ECS doesn't technically prevent this, but it's inefficient if you structure things this way (it's also inefficient in OOP, in a different way).

>do I have to add those components manually to every single new variation of "Stone" I have in my game?
You could use inheritance if you're already in an OOP language, or make "meta components", or just compose the base Stone into the sub-Stones, make the component "optional" without making a new type, or make it data-driven and have some other scheme for reuse. This doesn't go back to OOP, since all you're doing is composing data together. The systems themselves don't have to change, just the way you pass the components to them. I talk about this a lot in here:
http://boreal.aggydaggy.com/programming/2016/05/26/entity-safari.html

>And now if we take point 1 into account, doesn't this kind of repetition actually make ECS slower to program in?
Again, refactoring is more than just renaming. Inserting or deleting classes in the middle of the hierarchy while moving the appropriate fields and methods up or down according to how you want to use them in your new entity class is not something that can be done automatically.
>>
>>145217306
Ah there the coin hit the ground for me, hadn't internalized the "not inheriting methods" part.

But it might just be that i'm a good planner then, when I made an binding of Isaac clone I never ran into some painful refactoring. To be fair though I did spend maybe an hour drawing out the hierarchy/general loop structure on paper.

But removing an object in the middle of an hierarchy is just like what I described in for example jetbrains IDE's: https://www.jetbrains.com/help/idea/2016.1/refactoring-source-code.html
I'd just push everything up a step/down and be done with it.
>>
>>145217306
Also if you have metacomponents in ECS you'd also run in to the same refactoring issue right because it might mess up some systems referencing those sub-components or the data therein?
>>
File: ribbert.gif (1MB, 540x300px) Image search: [Google]
ribbert.gif
1MB, 540x300px
2D collisions in anything that isn't gamemaker is a huge pain but I finally got this working
>>
>>145217848
Huh, no kidding. I didn't think there were refactoring systems that powerful. Still, it's definitely not widespread functionality (what if you aren't using Java?) and it's boilerplate work.

>>145218023
No, the systems wouldn't know about "meta components". You'd just pass them the components that the "meta component" (which, code wise, is the same as an entity) contains.
>>
File: 7321658765.png (2KB, 205x105px) Image search: [Google]
7321658765.png
2KB, 205x105px
So I ctrl-c my sprite image from gamemaker and then ctrl-v it into graphicsgale to work on it, and it adds a bunch of this extra shit, shown on the right, I was using as a reference to the pasted image, but that's no longer part of the sprite so I have no idea where its pulling it from. How do I make it go away? How is it possible to fuck up copy-paste?
>>
>>145218460
>Still, it's definitely not widespread functionality (what if you aren't using Java?) and it's boilerplate work.
All these are in their other IDE's as well, for example Clion which is an c++ IDE, the page I linked was what was in ALL of their IDE's. (Python, Ruby, .net, Java etc)

>You'd just pass them the components that the "meta component" (which, code wise, is the same as an entity) contains.
So systems automagicly break down entities and pick out the components they have been programmed to affect?
>>
>>145218873
>So systems automagicly break down entities and pick out the components they have been programmed to affect?
No, systems are just functions. The way you implement entities determines how you get the components to the systems. If an entity is an ID in a big table, you loop through the table and call the system wherever the components are present. If an entity is a struct with components as fields, you call the systems that are possible with those fields.
>>
>>145218131
Delicious
>>
>come back to thread hours later
Are we still talking about OOP vs FP? Holy shit, work on your game
>>
216
We were never talking about FP, and the discussion right now is very small and was quite polite until you showed up.
>>
>>145206629
>Everything that's wrong with mutable state.

https://www.infoq.com/presentations/Are-We-There-Yet-Rich-Hickey
>>
>>145219042
Yeah but lets say my stones had a meta-component that was called rockiness, which in turn contained components like grain-angle, color, hardness etc. And lets say I wanted to change how these where laid out, perhaps moving the color "up" to the rock component, then i'd have to refactor all related systems right? And then we are back at almost as bad refactoring in my mind. Am I missing something?

>>145219216
Hey now we are talking like adults without shitting on each-other in an attempt to learn, this should be cherished.
>>
>>145219632
Addendum: Wouldn't it in fact be even harder to refactor in ECS since the systems would be more spread out rather then in a hierarchy as in good OOP?
>>
I don't even know what game kind of game I want to make.
>>
>>145219632
>And lets say I wanted to change how these where laid out, perhaps moving the color "up" to the rock component
How would this work? Doesn't the rock meta-component already contain the color component?

PS: This level of granularity of components is ridiculous.

>>145219793
Why would the systems be "spread out" any more than methods in different classes? You could put all the systems in the same place, for all I care.
>>
File: shrug.jpg (7KB, 300x196px) Image search: [Google]
shrug.jpg
7KB, 300x196px
>>145210838
Because this is /agdg/ and memes are apparently more important than actually getting things done.
>>
>>145220231
>PS: This level of granularity of components is ridiculous.

Agree just made an example trying to wrap my head around it.

>Doesn't the rock meta-component already contain the color component?

No I figured something like this: (which probably will sting your eyes since its probably so fucking wrong and is showing my OOP zombieness)

Entity Rock
Weight-component
World coord-component
Rockiness-component (reused in cliff and gravel entities)

Rockiness-meta-component
Color-component
Granularity-component

Yeah okay this can't right at all what am I missing.
>>
>>145220714
Remember, the systems don't know about "rockiness-meta". If you wanted to take "color" out of "rockiness-meta" and put it in the "rock" entity, all you need to change is the code that calls the system using the components from "rock". Just a tiny change from "rock.rockiness.color" to "rock.color".
>>
>>145214264
Looks like she had a stroke and the subsequent plastic surgery to get her faces left part fixed up again.
>>
File: Helbins.png (1MB, 1435x734px) Image search: [Google]
Helbins.png
1MB, 1435x734px
How's my landscape?
How can I improve Visuals?
>>
File: ManySkulls.png (745KB, 1274x707px) Image search: [Google]
ManySkulls.png
745KB, 1274x707px
>>145220910
Gotcha, but with my powerful-refactoring tools, the only thing I can see so far that OOP looses in is some timesaving in refactoring, and what I'd consider "good" OOP you would already separate behaviour from data and instead have those pupeteer classes I mentioned. And in some cases I figured that it could be usefull to inherit methods but the more I think about it its indeed better to separate it.
...
...
...
Well fuck you sir I guess what i'd call good OOP is just ECS. Fuck you so very very much. I never wanted this.

However OOP still isn't the devil i'd say, if you calmly explain it like this to PEOPLE WHO ARE INTRESTED like i was you will shit down the thread less
Also again fuck you I should have taken the blue pill you fucking piece of shit how the fuck do I go back fuckity fuck

Going to bed screw all of you.
>>
>>145221427
Looks good, you now just need props to sell the scale. Trees, rocks, whatever you need.
>>
>>145221427
Beach is too steep and it's depth too uniform. Also grass is too uniform, add areas where it's patchy/just dirt also have rock/stone in steeper areas of the mountain.
>>
>>145219793
Hierarchies are harder to refactor than spread out code since hierarchies are deeply coupled while spread out code can be made such that each system is isolated.

for example:
> GameObject
> > VisibleObject
> > > ControllableObject
> > > AIObject
> > NonVisibleObject

You have to change everything to make an invisible AI object.

Contrast it to interfaces:

> Player : Controllable, Visible
> Enemy1: AI, Visible
> Eneme2: AI

You can just add and remove features per entity by implementing various interfaces. That's just one alternative though.

I prefer something where I define things like

>GameState applyInput(UserInput input, GameState gamestate)

So the applyInput function takes the game world, transforms it to account for user input and returns a new version of the game world. This way I can just swap out input handling with another version or even have multiple input handlers.

The main loop would be something like (ML-style syntax):

> let input = GetUserInput
> let screen = GetWindow
> stateFromLastFrame
> |> applyInput input
> |> applyAI
> |> applyPhysics
> |> applyCollision
> |> applyCombat
> |> render screen

I can swap out, remove, add any system without really worrying about anything.
>>
File: detailed pirate.jpg (10KB, 210x240px) Image search: [Google]
detailed pirate.jpg
10KB, 210x240px
Shiver me timbers! There be scalleywags on this thread that don't use OOP? What in Davey Jones Locker do they use?
>>
>>145219216
>implying the anti-oop autist has a game

lets see him make a game with FP
>>
>>145220910
>>145221921
Also last Q you motherfuckers is there any language that excels in ECS? Or is for example c++ fine?

>>145221921
read my last post >>145221673
>>
>>145222079
>is there any language that excels in ECS?
I wrote an ECS library in Lua and found it was pleasant to get going.
>>
File: 1457918841759.gif (30KB, 300x300px) Image search: [Google]
1457918841759.gif
30KB, 300x300px
How do I make music like this?

https://soundcloud.com/eric-skiff/come-and-find-me-b-mix

I don't mean music theory-wise and such, I mean the program or whatever that is considered best for (I think?) "8-bit music".

Same question for SNES music. Is there a program or anything out there to replicate the retrostyle musics video game had back in the days?
>>
File: 1462101648313.webm (934KB, 1280x720px) Image search: [Google]
1462101648313.webm
934KB, 1280x720px
>>
>>145222009

That is one detailed pirate.
>>
>>145222409
I can't believe it's finally here. I don't think I can do anything productive ever again.
>>
>>145215170
>looking back on your code from when you first started programming
>nothing has changed
>>
>>145222372
you can do it using a normal sequencer like fruity loops, ableton or cubase
you just need the soundset for the device you want to replicate and a vst capable of playing back the sounds
>>
File: 1465644812844.jpg (1MB, 2100x2000px) Image search: [Google]
1465644812844.jpg
1MB, 2100x2000px
>>
File: sEye_anim_idle_unfinished2.gif (16KB, 96x96px) Image search: [Google]
sEye_anim_idle_unfinished2.gif
16KB, 96x96px
>>145215416
>>
>>145221673
>what I'd consider "good" OOP you would already separate behaviour from data
Well, that's not really OOP so you've just discovered for yourself that what people call "good OOP" is not OOP at all. Draw your own conclusions from that.

>>145222079
Any language can do ECS, there's no specific language features that would really help it. It's best if you can define free functions without having to use static methods, and having value types (so not Java).

JBlow's language has some data-oriented stuff that would be useful, although
>JBlow's language
>>
>>145207294
Your game just gave me a good idea, so steal it if you want :

Still taking everything you said into account, make the team of 1-4 people infiltrate different places to reach a certain goal (or various goals, some would be main goals and others optional). "Kill the queen", "kill X and Y", "steal the magical pendant which is in one of the royal rooms", etc.

Make it so the playable characters each have their own class and abilities. Give them lots of fun tools. To infiltrate, while combat is possible, being as stealthy and ingenious as possible is required. Guards are strong and in great numbers. Sometimes some will have to sacrifice themselves for the good cause, etc.
>>
File: pirate adult with sword.jpg (56KB, 430x800px) Image search: [Google]
pirate adult with sword.jpg
56KB, 430x800px
>>145222467
Which marital position in bed produce thee ugliest children? Go ask ye mother!
>>
>>145222372
Depends on how much "real 8-bit" you want your music to be.
If you only care about it sounding like an 8bit song you could just manually apply 8bit soundfonts to any midi file you have composed, or even use software like GXSCC that automatically does it. But keep in mind neither of those methos will give you actual 8-bit music. Just 8-bit like sounding music.

For actual 8-bit music you need to get a real 8-bit sequencer, like famitracker, where you can import the midi file, and edit it to make it sound like you can, but it will always keep you inside the amount of channels, samples, and size the 8-bit allows. With famitracker you can even export the result to an .nsf file playable on most NES emulators and with the right hardware you could turn it get it into a physical cart playable from a real NES.

There is probably other sequencers for other 8bit systems, and 16bit systems like the SNES. I'm not familiar with them though.
>>
File: liru__pose_1_by_locke831.jpg (127KB, 590x800px) Image search: [Google]
liru__pose_1_by_locke831.jpg
127KB, 590x800px
>>145222409
Too big. Also I hope you bandwagoning fucks have at least watched the anime.

>>145222702
all me
>>
>>145222763
this is nice anon

i like the extra frames you added
>>
>>145223325

This is some low tier waifu material right here.
>>
>>145223325
I watched that shit when I was like 13 and thought it was great. I dare not rewatch it now, knowing it was probably my desire to fap speaking.
>>
File: pachira18.jpg (15KB, 317x317px) Image search: [Google]
pachira18.jpg
15KB, 317x317px
>>145223481
Yeah, a vampire is better.
>>
What should I look for when deciding if my game is optimized in game maker? Minimum FPS, average FPS? Something else?
>>
>>145223627

Not really
>>
>>145222529
>>145223318
Interesting. Thanks for all the nice information anons. I'll dig on my own now cheers.
>>
>>145223891
I'd say a mix of both. Look at what's going on during minimum FPS sections to figure out what's causing problems, take average FPS to make sure the game is generally at a safe framerate
>>
>>145224057
whats on your opinion sfml?
>>
>>145224195
didnt mean to quote
>>
>>145224057
What would be value where you say "This is unoptimized"? Minimum FPS is currently at 600-something, but I'm not running the game on full screen
>>
>jasozz will never stream again
>>
>>145224717
because of obsessive people like you.
>>
>>145224603
Take your game, run it on a toaster you have, make sure it gets a minimum of 60+ for an action oriented game or 30-45+ for a slower game. In audio, there's a process called mastering where you take a song or audio piece you've made and try and make sure it sounds pretty good on every single sound system you run it on, whether it be shitty 2 dollar earbuds or the best sound system ever. You need to do the same, but with your game. Have friends test it, test it yourself, do whatever you need to to make sure the framerate is reasonable.
>>
>>145222013
This will never ever happen, don't even kid yourself
>>
>>145224894

>enjoy a stream and make a post about it
>obsessed

um ok?
>>
>>145224603
To me the point I notice it is: "They could have done this on this way, that would require less processing and less resources and would made the game run better while looking the same or even better"
An example that bothers me a lot is Mortal Kombat X title screen, is a static background, with a very subtle looping animation, rendered in realtime with a depth of field effect. It looks nice, but they could have done it using a prerendered video (like left 4 dead 2 does) and get exactly the same effect, and making it work and look amazing even on slightier older computers. Overall everything on that game is awfully optimized.
>>
>>145225376
Please stop being obsessed.
>>
>>145225660

your mom is obsessed with my dick m8
>>
>>145225779
>mom
FOY
>>
>>145225869
not here lad
>>
>>145225869

what did he mean by this
>>
File: 1252808580724.jpg (121KB, 662x807px) Image search: [Google]
1252808580724.jpg
121KB, 662x807px
>check openGL version of my oldest toaster
>Ati Rage 128
>OpenGL 1.0

I can't test my game on my oldest toaster.

I wanted to see it try to run on that pentium 3.
>>
spooky boys
lame brains
maddy daddies
dirty munchers
skull freaks
crunch monsters
stinky dudes
>>
>>145224934
>>145225583
Thanks. I only have the basic gameplay now, so it's hard for me to know if I should keep thinking how to refactor and optimize or just move on
>>
>>145226371
Stop perpetuating luddites and poorfags
>>
0-1 programming
2-3 drawing
4- 5 music
6- 7 3d
8-9 watch berserk
>>
>>145226723
That's why I personally like deving on a toaster. If it looks good and runs well, means I nailed it.
>>
>>145227048
enjoy
>>
File: Void-Inga.jpg (30KB, 197x436px) Image search: [Google]
Void-Inga.jpg
30KB, 197x436px
>>145227048
>>
Is it okay to copypaste a lot of scripts from one object to another and change a few lines of code, or should I abstract everything and use the same scripts for everything? Sorry if the question is retarded
>>
>>145228918
generally if you re-use a chunk of code more than twice, it should be its own function

if it's a very long chunk of code, then it should be even if you only use it twice
>>
>>145228918
Just keep in mind if you abstract everythng and run the same script for all the objects it will help you a lot if you ever need to find a bug, or edit something on the scripts because you know exactly where to look/work at, and only have to edit in once and in one place.
>>
>>145227048
ROLL!!
>>
File: mfw dubs science.jpg (151KB, 767x581px) Image search: [Google]
mfw dubs science.jpg
151KB, 767x581px
>>145194745
>haven't been in aggydaggy forever and started on a space game before checking in
>see upcoming jam is space themed
>>
>>145227048
I'm gonna roll too
>>
>>145229306
>>145229646
make me a house
>>
>>145229646
>3d
o-oh boy here I go
>>
>>145229105
>>145229270
The problem is that I'm at that place where I'm halfway done, but the last thing is a bit hard to change. As of now the scripts run state code, and then call another script to set the next state based on input and other conditions.

The script to set the next state depends on the entity that's calling it, hence why I want to copy the scripts and change that specific call

I feel like I fucked up doing it this way
>>
>>145211753
This is really impressive. Your camera is great.
Not too sure about the art style, seems inconsistent but that's probably because there is still some placeholder stuff.
I've been watching your work for a long time now and I just wanted to congratulate you, I don't know if you're working on this alone but anyways, it's just incredible to see a combat system like this, it's usually the stuff that only comes out of AA/AAA dev teams.

Keep up the good work.
>>
>>145229786
at least you'll know better next time you try to do it
>>
>>145229914
I asked him before, he is 1MA. Honestly he is the sole reason I thought I could attempt a 3rd person action game alone.

i gave up
>>
>>145222702
Is there one like this for guys?
>>
>tfw you gave up and switched to making a tabletop game because it's way easier
>>
the entire game is blueprints
>>
File: 1437139950315.gif (1MB, 300x300px) Image search: [Google]
1437139950315.gif
1MB, 300x300px
>tfw dad deletes your game code because you don't have enough rent money for the 3rd month in a row and it doesn't even matter
thanks git!
>>
>>145230230
Yep and it took him a long ass time, but managed a game so it doesn't matter.
>>
>>145230225
but that kind of game should be fairly easy to make

>>145230263
why the fuck would he delete your code, what the fuck man thats got to be the worst dad ever if this isnt made up
>>
>>145230230
So it is even more impressive
>>
>tfw the wife's son steals your assets and you didn't make an LLC
>>
>>145230389
>why the fuck would he delete your code
not him but do the crime, do the time imo
>>
>>145230553
literally what
>>
>>145230589
code's a diamond dozen
>>
File: hqdefault[1].jpg (14KB, 480x360px) Image search: [Google]
hqdefault[1].jpg
14KB, 480x360px
>>145230230
imagine the massive amount of lost sales when word gets out
>>
File: tetst.png (63KB, 1444x822px) Image search: [Google]
tetst.png
63KB, 1444x822px
I'm trying to get a geometry wars neon look on

I'm getting better results pre-baking the bloom that with a shader so far

any ideas?
>>
>>145230589
fails to pay rent
>do the crime

gets code delete
>do the time
>>
You watching E3 next week, /agdg/?
>>
>>145230263
>paying rent
Do your parents not love you or something?
>>
>>145221427
turn hills into mountains
>>
>>145231069

no because games are shit now
>>
>>145231069
I don't play videogames, I don't watch videogames, I don't read news about videogames.
>>
games are for children
>>
>>145221829
>>145221716
>>145231110
I decided to just scrap it out of frustration and start over.
>>
>>145231141
>>145231185
wew lads
that's not a good attitude to have
>>
>>145231204
and for csci students trying to make something to put in a list of projects
>>
>>145231069
No, and all I'm looking forward to is Dark Souls 3 DLC announcements.
>>
>>145231227

According to who? you? fuck off faggot I still love plenty of videogames, just not the repetitive nonsense that is churned out these days.
>>
>>145231260
and not for sophisticated cats like me
>>
>>145231324
>le wrong generation
>>
>>145231479
fuck off underage
>>
>/agdg/ - dislikes and disapproves of videogames
>>
I only play AGDG games with cute girls
>>
>>145231479

I wasn't born in the wrong generation, my generation had plenty of good videogames.

Don't you have a game of league of legends to play?
>>
>>145231770
/agdg/ is worse than /v/ honestly.
which says a lot.
>>
>Modern games suck
>Says the anon working on a modern game
>>
>>145232018
um excuse me, I'm working on a pixel art 8 bit platformer in Unity just like the glory days of games.
>>
>>145232018
He obviously means AAA shit.
>>
>>145232018

>too beta to even reply to the post
>just as well, because his post was retarded
>>
>>145232131
That's understandable then
>>145232149
>You'll never be so starved for (You)s that you call people betas when they don't reply
Feels good
>>
I'm doing an open world 2.5d game like Daggerfall. Daggerfall was a mostly flat landscape, which sharp hills.

Is that something I should do, or should I use an actual terrain editor to make a smoother world mesh.
>>
File: Kerfuffle 10.webm (3MB, 480x320px) Image search: [Google]
Kerfuffle 10.webm
3MB, 480x320px
>>145232018
HA jokes on you im making a sega CD game
>>
>>145232338

i called you beta because you are a passive bitch, not because i care about your reply.

Notice how you replied after it was pointed out.
>>
File: asdasda.jpg (259KB, 789x881px) Image search: [Google]
asdasda.jpg
259KB, 789x881px
There is still a lot of issues to fix but I'm mostly done!
>>
File: grid.jpg (19KB, 339x337px) Image search: [Google]
grid.jpg
19KB, 339x337px
Hi, I'm planning on making a small game on RPG Maker 2003 and I have a question about the 256 color restriction it has
Say that if I used a grid like this, I can basically choose any color I want to fill in every square as long as it's limited to 256 colors?
>>
>>145232610

Looks nice mate!
>>
>>145232534
>not because i care about your reply.
Sure
>Notice how you replied after it was pointed out.
You begged for it, it's the least I could do
>>
>>145232610
>picking worst girl
START OVER
>>
>>145232679

Boy you are grasping at straws.
>>
>>145232484
Did you know about Daggerfall Tools for Unity? You could look into how they did stuff
>>
>>145232794
>Boy you are grasping at straws.
Just like calling me a passive bitch for not replying in a post that literally everyone will read anyways
>>
>>145232665
>>>/vg/rpgmg might be more helpful, they know more about rpg maker.
>>
>>145232610
the face looks kind of derpy
>>
>>145232895
>>
Ugh how am I supposed to balance a family and a job and gamedev??
>>
>>145232985
very carefully
>>
>>145232978
(You)
>>
>>145232901
Oh I didn't even know an RPGMaker general existed. will do
>>
145233...
(You)
>>
>>145232985

Pick two and get rid of the other one

I recommend job and gamedev.
>>
>>145232610
3D models is the only thing I ever get jealous over. How do you sexy fuckers make this stuff.
>>
File: pantiewitch.png (159KB, 867x591px) Image search: [Google]
pantiewitch.png
159KB, 867x591px
pantsu harvest """""fan""""" art
>>
File: 1450946867112.jpg (23KB, 400x400px) Image search: [Google]
1450946867112.jpg
23KB, 400x400px
>>145233286


thats mean though
>>
File: 3D - Perfect Cube.gif (561KB, 640x367px) Image search: [Google]
3D - Perfect Cube.gif
561KB, 640x367px
>>145233171
there is a entire board dedicated to it here on 4chan anon
>>
>>145233286
>flipped up hair
>hair is clearly down
>torpedo nipple growths
time to start over.
>>
loomis
>>
File: ss+(2016-06-11+at+06.59.13).png (29KB, 753x837px) Image search: [Google]
ss+(2016-06-11+at+06.59.13).png
29KB, 753x837px
>>145233286

The best
>>
>>145233085
>Giving up family
>Giving up money from job because of child support

Try again.
>>
File: 10_years_meme_by_vjptox-d4aau36.jpg (780KB, 1438x800px) Image search: [Google]
10_years_meme_by_vjptox-d4aau36.jpg
780KB, 1438x800px
>>145233286
Your drawing skill reminded me of this image
>>
>>145233429
it's too bad /3/ is the slowest shit in the world. It makes /agdg/ feel like light speed.
>>
File: 1457510589408.jpg (45KB, 638x499px) Image search: [Google]
1457510589408.jpg
45KB, 638x499px
>>145233974
the lack of improvement makes me unhappy
>>
>>145234039
Atleast you don't have origami as a hobby.
/po/ has like six month old threads.
>>
>>145231069
I don't watch it anymore
Nothing will ever top this https://www.youtube.com/watch?v=f6OCnvvkSLM
>>
when is the lewd jam?
>>
>>145234178
hi
>>
i am gay
>>
>>145232610
looks nice, but her mouth looks too wide and makes her smile look creppy. You could probably fix the uvs to make her smile look cute.
>>
>>145234378
faggot
>>
>>145234172
Are the text boards still accessible? You could do a multimillion dollar coke deal on some of those and nobody would notice for at least a year.
>>
>>145234172
It had a two year old thread until /tv/ shitposted it into oblivion.
>>
>>145234464
Nah, moots a dummy and got rid of them awhile ago.
>>
>>145234642
well if you do the crime, you do the time
>>
see you guys in another two hours
>>
>>145233894
We need more fanart of /agdg/ games
>>
>>145235263
Pretend to be offended by lewds and you'll get a ton.
Charlotte used to get a shit ton with that gimmick.

Him and marmo ;-;
>>
>steal all my sprites from obscure untranslated japanese pixel art porn games

no one will ever find out right?
>>
>>145235804
No, too many people are on the internet. Somebody will know.
>>
>Thread slows down because no one wants to post progress with only 30 posts left
Welp
>>
>>145235804
if you do the crime, be ready to do the time
>>
File: 1464584099960.jpg (78KB, 534x401px) Image search: [Google]
1464584099960.jpg
78KB, 534x401px
IM GOING TO FUCKING DEV TODAY AND SO ARE YOU

HYPE UP AND PUT YOUR WAR FACE ON


AAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHH
>>
Jesus Christ, Casca is such a whiny fucking bitch.
>>
File: BB 51203.png (358KB, 713x403px) Image search: [Google]
BB 51203.png
358KB, 713x403px
>>145194745
>tfw work my shit job 2-11pm, 4-5 days a week
>tfw never have energy to ever dev when I get home
>tfw even days off I just sleep in and run a few errands and prepare myself for the work week
>tfw every night I look at everyone else posting progress and I feel that at this rate I'll never make anything

I really don't know what to do, working kills my motivation and steals my energy but a niggas got bills to pay.
>>
>>145237016
What do you do all morning?
>>
>>145237016
build habits, then you don't need energy to dev, it's just something you do. Set an hour chunk every day that you dev and never stray from it no matter how you "feel" about it.

Going along with habits is the easiest thing in the world, just start establishing them.
>>
>>145237015
AUUU~
>>
anon working on the site here
thinking I might experiment with collab requests and a basic anonymous chat on the site tomorrow. Is this a bad idea? Really basic shit probably, super simple, just for a beta testing of the functionality.
>>
>>145237016
simplify your life
>>
>>145237481
I'd be hella nervous hosting such a thing, but I don't know enough about webdev to know how to safeguard against abuse of it
>>
>>145237807
What kind of abuse? The most I forsee is spam. I don't see why anyone would want to sabotage something I'm just trying to do to help agdg anyway.
>>
>>145231219
If it were me (I can't into making terrain), I'd either throw together code to procgen it or just grab something free off asset store that does it.
Another option is to use 3rd party software designed to creat terrain, then import it. Or get those free raw data heightmaps of real world locations.
>>
File: team-rocket.png (134KB, 332x409px) Image search: [Google]
team-rocket.png
134KB, 332x409px
>>145237935
>I don't see why anyone would want to sabotage something I'm just trying to do to help agdg anyway.
>>
>>145237935
>What kind of abuse?
CP
>>
>>145237212
Work out, shower, eat, run errands if need be.
>>145237215
The sad thing is that I used to, back when I first started learning programming, I used to read/code like 1-2 hours a day. Lately it's just me squeezing in like 20-30 minutes every once in a while. I guess I just gotta sit down and schedule my shit out.
>>145237793
I'm trying papi
>>
new

>>145238282
>>145238282
>>145238282
>>
>>145238037
is that the team that's going to win Space Jam?
>>
>>145238336
wer'e not even at bump limit yet
>>
>>145238434

we are now
>>
>>145233286
There already countless pictures of fan art on pixiv, since the character is literally Marisa recolored.
>>
>>145238015
I sculpted it in MudBox and then exported the Heightmap to World Machine for better natural erosion and shit like that and then, I imported it into UE4.
>>
>>145231069
I think I will. For Zelda that is.
Thread posts: 753
Thread images: 136


[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y] [Search | Top | Home]

I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


If you need a post removed click on it's [Report] button and follow the instruction.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com.
If you like this website please support us by donating with Bitcoins at 16mKtbZiwW52BLkibtCr8jUg2KVUMTxVQ5
All trademarks and copyrights on this page are owned by their respective parties.
Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the content originated from that site.
This means that RandomArchive shows their content, archived.
If you need information for a Poster - contact them.