[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 Dev 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: 776
Thread images: 157

File: 1453169770800.png (94KB, 400x400px) Image search: [Google]
1453169770800.png
94KB, 400x400px
post progress 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

Helpful Links: http://tools.aggydaggy.com/# (Still in beta)
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/hVhvNWLw

> 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/
>>
First for rapedev
>>
>>145371919

that sneaky removal of links

http://alloyed.github.io/agdg-links/

wtf OP
>>
File: lights.webm (3MB, 800x480px) Image search: [Google]
lights.webm
3MB, 800x480px
Nth for shameless reposts, 3d in GM and senseless deltatiming

Started adding static vertex "lighting" (that is, simply colouring). Almost works, lights still bleed through walls a bit and the walls seem to be lit differently than the floor/ceiling...
>>
>>145371162
>2D in Unity

>>145371217 >>145372302
>3D in Game Maker

What the hell is wrong with you all
>>
>>145372183
I removed the old website that is outdated and replaced it with the new website that is updated
Why should we keep the outdated website in the OP?
>>
Can someone help with how to do parallax background in GM using the draw_background function?

I've tried googling and forums, but most people seem to use background_x[0] etc..., but this makes the background lag for me
>>
>>145372478

how is it outdated? the website doesn't even have all the links in the github link.

if OP insists on pulling stuff out of OP text, I suggest we remove his site.
>>
>>145372496
Disregard, I'm dumb and figured it out. Having new problems now, but that's the fun of it
>>
>>145372673
>BLD is the only person who can advocate his site
good one m8.
not even OP
>>
File: 75b3jcmeTs-6[1].png (18KB, 300x250px) Image search: [Google]
75b3jcmeTs-6[1].png
18KB, 300x250px
>haven't made a single demo in all the time demo day has been around
>haven't worked on my game since mid 2014
>>
>>145372673
>how is it outdated
Did you look at it? Several links are outdated, it hasn't been updated in almost a year.
The aggydaggy site is getting updates regularly, And the creator is asking for feedback regularly so if he missed a link give it to him to put in there.

If his site goes to shit then maybe you should fork the github site and update it so we can put that in the OP.
>>
>>145372302
Wow, that's awesome.
What's the goal with this game? Is it going to be a shooter, a dungeon crawler or are you just messing around with the engine?
>>
>>145366662
Yes it is the same model and animations, except hands which i had to split off because otherwise it would be impossible to do some things like looking up while reloading (because animation blending is annoying as fuck to get looking not shitly).
The camera is attached to the model, but follows the head on a curve instead of being glued to it because that would cause it rock too much, by lerping it i can set exactly how much head bob i want, which is great
>>
>>145372496
>>145372834
Parallax should be as easy as drawing the background from -(focusPoint/scrollSpeed) to the end of the view.
>>
>tfw no qt polish level designer gf
>>
>>145373574
I'm a male mostly Polish level designer etc, I could be your friend
>>
>>145373085
Thanks. The current idea is to make it a shooter/dungeon crawler with guns + melee, but currently I'm just messing around, getting the level building to work.
>>
File: colors.png (20KB, 1040x759px) Image search: [Google]
colors.png
20KB, 1040x759px
Added first enemy. There's no attacking yet though.
Also added a shader to change the two colors on the screen at any time.
>>
File: Godot_v2 2016-06-14 02-13-43-58.webm (372KB, 1280x720px) Image search: [Google]
Godot_v2 2016-06-14 02-13-43-58.webm
372KB, 1280x720px
Learning Godot which has some silly quirks but i somehow really like it so far.
>>
File: comedian.jpg (31KB, 612x380px) Image search: [Google]
comedian.jpg
31KB, 612x380px
>>145373574
I've heard of "entry level" designers

but "polish level?"
>>
>>145373758
>not making it green and purple for the memes
Is this for the Godot jam?
>>
File: Untitled.png (2MB, 1132x1332px) Image search: [Google]
Untitled.png
2MB, 1132x1332px
>>145373727
Friends are gross.
I want a qt to cuddle and make friends with.
W-we can talk about stuff here though
>>145373894
Specifically a Croteam polish level.
>>
Yo where da recap at?
>>
>>145373894
booo
>>
>>145374039
games*
>>
File: blaze it.png (21KB, 1040x759px) Image search: [Google]
blaze it.png
21KB, 1040x759px
>>145373921
Yeah it's for the Godot Jam. Gonna have procedural levels.
>>
>>145372302
Looks comfy.
>>
>>145373758
>>145374207
I was skeptical first about your idea, but now it looks pretty cool. This GameBoy-ish feel is very good. Keep it up!
>>
how would you implement something like:
>walk down the road
>see someone getting beaten by 3 bandits
>you can choose between helping or watching/go away
>if you help him he might become a knight and you might run into him later in the game or he might just become a blacksmith and you might see him in town. Lets imagine this has as many possibilities as there are professions ingame
>if you ignore him and dont help him he might die or he might become something like I said before (and maybe try to hunt you down)

any ideas?
>>
>>145375360
>maybe try to hunt you down
Why would he hunt you down? you are in your right to ignore it, it would be the most common action.
>>
File: slime.gif (12KB, 128x128px) Image search: [Google]
slime.gif
12KB, 128x128px
pixel art is fun!
anyone want this slime?
>>
>>145376135
can you make a slutty version?
>>
>>145375360
bottom line is how do I make npc have life on their own? somewhat making them decide stuff from themselves?

>>145375736
because he might become a brothel owner who gives who information on what the evil king is planning ;)
>>
File: slime1.gif (12KB, 128x128px) Image search: [Google]
slime1.gif
12KB, 128x128px
>>145376183
>>
>>145376259
How the fuck does someone ends up like that?
>>
>>145375360
You'll probably need a dwarf fortress like event system and relationship system for this. Whenever an event happens the NPC will remember it, and the NPC can have relationships with other characters including the player.

So for example when the bandits attack him a new event is started. The victim will gain new relationships with these bandits, he'll hate them. If he becomes a knight in the future maybe he will hunt these bandits down. If he becomes a blacksmith maybe he will try hiring someone to hunt these bandits, or if he ever sees them he will refuse to sell things to them.

If you intervene and help him then he will gain a new relationship with you, he'll have a positive relationship. Then in the future if he sees you again he'll be friendly, maybe he'll help you out, or give you a discount at his store.

Basically the relationship can be a number the higher the number the more likely the NPC will be friendly to whoever the relationship is with. Events will have a type (like combat events, or being saved event) and can have an array of NPCs that participated in this event. You can then go back through the memory of the NPC and make decisions based on the events and relationships.
>>
>>145376469
thats what I want to know how to implement.
>>
>>145375360
>>145376259
You should start with an AI that can get beaten by three bandits before you try make an AI that can exist in the world separately from the scene.

From the fact that your asking how to do a whole concept rather than just specific parts of an implementation, It seems like you're nowhere near ready to do what you want to do.

At this moment, is it even possible for your player to fight the bandits?
>>
First for OOP is bad and you shouldn't use it for games
>>
>trying to figure out how to keep the mouse inside the view in gm
this is fucking annoying
>>
>>145376984
yes, the next step is try to make that part of the game. I had something like this in mind >>145376651 the events, and the value of each interaction. But making something that make a storyline for each npc you encounter is complex like you said, i'll keep trying increasing the depth more and more. but thanks for the help.
>>
>>145376456

Can you make an even sluttier version?
>>
Can I get anywhere with just hacking the fuck out of Game Maker's official tutorials?

Or will my credibility always be non-existent if I do that?
>>
>>145377549
Nobody cares if they have fun playing it. Just look at Blizzard for example.
>>
>>145377549

Tutorials are like templates, you can build off them to create your own game and save time, or recreate the same content then create your own game on top of that.

But either way, you're going to need to make your own game. You can stretch and smear shit around forever but it'll always be shit unless you add something new.
>>
>>145377549
As long as you're just like making game nothing else matters. So just make game, when you're done making game make more game. Keep making game and you'll get good enough to make any game you want.
>>
File: output.webm (2MB, 961x541px) Image search: [Google]
output.webm
2MB, 961x541px
>>145376135
It might be a tad big to be a default enemy.

Good sprite though anon, wish I had half your ability.
>>
File: 16.png (455KB, 1600x798px) Image search: [Google]
16.png
455KB, 1600x798px
Anyone want to be my UI designer?

I really need a UI designer
>>
>>145378396
Not him, but you gotta scale it down, ya doughnut.
>>
>MS literally bringing all it's games to PC
I love video games /agdg/.
>>
>>145378396
>mixels
>>
>>145378417
I'm sick as fuck of doing UI.
>>
>>145378564
I know I just thought it'd be funnier to shove it in as is.
>>
>>145378564
Did anyone really expect them to make any more Xbone exclusives?
>>
>>145378564
Carmack though

What happened to him
>>
>>145378808
I don't know.
Not too keen on W10 though.
>>145378816
Makes sense though, he's one of the largest autists out there.
>>
>>145378816

He was a major stakeholder in Oculus before they got bought by Facebook. He's all about the corporate money now.

The sad part is that he went to Oculus because he wanted to make a "no restrictions" VR experience free of red tape and business-oriented decisions. Now he's shackled to the same restrictions that caused him to leave ID.
>>
>>145378962
I mean, with all the Xbone exclusives they already brought to Win 10, it was pretty obvious they wouldn't make any more.
>>
File: DuelSwords.webm (922KB, 800x384px) Image search: [Google]
DuelSwords.webm
922KB, 800x384px
If you have inventory menus on both hands that allows for the player to have whatever weapon or item in any hand. Also duel wielding.
>>
>>145379223
genius t b h
>>
I have the opposite problem of most people. I'm a professional programmer so I know what I'm doing, but I keep starting and restarting, making systems, engines, toolchains, etc. Then I get to the point where I need to start creating content and actual levels and gameplay, and lose interest. Part of it, I think I need an art guy, since programmer art and reused SNES sprites isn't very inspiring, the other I think is just not settling on an idea.

Should I spend some time writing up a design document and full plan? Should I just create a bunch of proof of concept style first level demos and see which gets the most attention?
>>
>>145379223
Hate when the inventory is like that, breaks immersion a shit-ton. You should go with spoopy-vr devs holster inventory system instead.
>>
File: titslime.gif (12KB, 128x128px) Image search: [Google]
titslime.gif
12KB, 128x128px
>>145377408
what am i doing with my life?
>>
File: spencer[1].jpg (56KB, 1286x748px) Image search: [Google]
spencer[1].jpg
56KB, 1286x748px
DOES YOUR GAME HAVE HIGH QUALITY UNCOMPRESSED PIXELS?
>>
>>145379841
>Meatspin
>>
>>145378396
gif is scaled up x4
thanks!
>>
>>145379820
I didn't want to mimic reality with holsters, I wanted to make something you may see out of an anime. (Touching UI and magically getting your item).
>>
>>145379970
>I wanted to make something you may see out of an anime
There's the problem. If you haven't noticed already the UI you have now will not only be clunky but make switching items in combat suck.

Might be cool if you juice it up a ton though and change the menus being tied to the opposite controller.
>>
File: x1slime.gif (7KB, 32x32px) Image search: [Google]
x1slime.gif
7KB, 32x32px
>>145378396
i like your game, here you go!
>>
>>145379841

That's pretty good. Damn good. Only way it could have been better is if it were a cock & balls instead.
>>
File: 31849-both.gif (1017KB, 468x356px) Image search: [Google]
31849-both.gif
1017KB, 468x356px
>>145379808
Do a bunch of prototypes and then create a short design document to flesh out the one you like most or the one that gets the most attention.
>>
>>145376135
That is a cute slime, though the outlines are a bit strange (but maybe that's because it's zoomed in).

>>145377308
What I do is make a mouse cursor object that has the mouse's x/y coordinates and otherwise replaces it. Not sure it's very efficient, but it does solve my problem nicely, and helps a lot with menus/clickables.

>>145379808
Maybe you just need some practice making content. Have you considered taking a break from regular gamedev and modding new levels/etc. for your favorite games?

You could read up a bit on level design, make some proof-of-concept levels, and then plan the hell out of everything (but it's nice to know that a mechanic works and is fun before you get to making a level around it).
>>
>>145379808
>that
>the opposite problem of most people
No?
>>
File: output.webm (1MB, 962x544px) Image search: [Google]
output.webm
1MB, 962x544px
>>145380227
Thanks dude!

Happy to put a wee cute thing in my game, been stuck on GUI stuff for like two weeks now.
>>
>>145376135
What program did you use to make it ? Photoshop ? Gimp ?
>>
>>145380507
i've been away from agdg for awhile so maybe it's different now.

back when i was posting a lot it was mostly "how i do programming?????"
>>
>>145380462
tried doind some grainy outlines or something because white background, i see how bad it looks in a dark dungeon like this >>145378396

time to clean up!
>>
>>145369829
I like the first fifteen seconds. It real hype but then it just drops of and becomes chill for some reason. I don't like the chill!
>>
>>145379808
Maybe you need to find a game idea that you are excited about and actually want to finish.
Spend some time learning how to do art too.
>>
>>145380616
sweet! at that size it didn't need any outline cleaning either.
good luck with the GUI! hope to see more
>>
recap ded?
>>
>>145380686
pyxel edit, i love it so far even though i've probably put down less than 10h playing around

takes like 15 min to learn everything in the software
>>
>>145381194
I actually went around it and made the whole outline the dark green because it looked weird on the dark floor, the light middle bit clashes a bit with the dark.

Don't worry though little slime dude is doing great in his new home.
>>
Haven't been on agdg in awhile. Is anyone working on any HTML5/JS games?
>>
>>145381474
It's E3 dude.
>>
>>145382051
Not him, but after the fiasco yesterday I decided to tune out.
>>
>>145382269
>he hasn't seen SCORPIOOOOOOOOO
I pity you.
>>
>>145382374
https://www.youtube.com/watch?v=7IRil_R5sEI&feature=youtu.be
>>
>>145382374
>>145382417

UNCOMPRESSED
>>
>>145381713
oh neat!
i'm working on a death animation now
>>
>>145382417
>we can render uncompressed pixels
what the fuck does that even mean
>>
>>145382585
It means they're the highest quality pixels.
>>
>>145382585
IT MEANS THAT
THEY
CAN
RENDER
UN
COMPRESSED
P
I
X
E
L
S
>>
>>145382640
but how will people know if they haven't seen them before?
>>
>>145382726
Your retinas will burn up. Then you'll know.
>>
>>145382417

>tfw my pixels are compressed
>>
>>145382417
>tfw my 2D 16 bit pixel art platformer will never be uncompressed highest quality pixels
>>
>>145382417
>this is what people are watching instead of devving
>>
File: thief.webm (2MB, 900x527px) Image search: [Google]
thief.webm
2MB, 900x527px
>>
>>145384047
>indiecucks blown the fuck out by AAA devs yet again
stay mad lil indie, you'll never have uncompressed pixels like an AAA game.
>>
>>145382585

It means that 4K output on a 4K display is native 4K rendered, not 1080p/1440p upscaled.

Currently games on Xbone are 900p upscaled to 1080p.
>>
>>145384172
Alive?
>>
>>145384263
makes sense then
>>
>>145384047
>tfw i'm actually working
>tfw no face

I got the map editor working this morning, now I can save and load maps for my game.
>>
>>145384247
>implying my game has pixels at all
>>
>decide to read tutorials
>eyes start hurting
pretty sure god is just fucking with me at this point.
>>
>>145384504

God doesn't exist, you're just lazy.
>>
>>145384172
That's rad. However I wouldn't notice the last picture because it was too dark.
>>
>>145384545
the laziness is pretty obvious, but it's pretty fucking obscene for it to elevate to physical pain instead of just letting me distract myself elsewhere.
>>
>>145384303
Yeah, but I've found someone to work with, but they want a different project. I'm going to fold my work over to the new project. It will still have a stealth/theiving system, but the setting is all different.
>>
File: slimedeath.gif (7KB, 32x32px) Image search: [Google]
slimedeath.gif
7KB, 32x32px
>>145380616
think it needs more juice?
>>
>>145384475
so Flash?
>>
File: 1465770545162.png (2MB, 1420x4088px) Image search: [Google]
1465770545162.png
2MB, 1420x4088px
====Weekly Recap===
Hello everyone,

Do not stray from the format below or else the scraper will probably miss your response. Try not to use things like additional line breaks or quotes.

A 1.5x1 .png file works best. A .webm will probably look awful since I just use the thumbnail for those.

====Recap Format====
Game Name:
Dev Name:
Tools Used:
Website(s):
Progress:
(+ For positive progress)
(- For negative progress)
>>
File: early_enemy_test.webm (2MB, 800x382px) Image search: [Google]
early_enemy_test.webm
2MB, 800x382px
Early prototype enemy testing. Thinking about making it so each monster you fight has a soul, and you strike the soul to kill it.
>>
File: ancientsagarecap.png (8KB, 600x400px) Image search: [Google]
ancientsagarecap.png
8KB, 600x400px
>>145385598
Game Name: Ancient Saga
Dev Name: Plessy
Tools Used: XNA
Website(s): teamessell.tumblr.com
Progress:
+All pages of the status screen done. Took a whole week due to hella icons.
+Netcode base coded, starting to get into it.
>>
>>145373316
It is, I just realized that I had to draw the background myself, not trust the native background drawing Game Maker provides. Although now it draws the background on top of everything but the player sprite. I can put the background drawing object last on the instance order, but I feel like there's a better way
>>
>>145385703
Fucking cool. I wonder how you could smooth the swords position without making it laggy
>>
File: scr.jpg (284KB, 1280x720px) Image search: [Google]
scr.jpg
284KB, 1280x720px
>>145385598

Game Name: Plok 3D: a fan sequel
Dev Name: anonymous
Tools Used: Unity, Blender, GIMP
Website(s):http://thekingofakrillic.tumblr.com
Progress:
+Started work on second level
+Changed "Gershwin" and "Lily Mace" enemy behavior
+redesigned player character model
+improved flea gunge model
-not sure if this will be done by Demo Day
>>
>>145386107
The swords are 1;1 without lag, I just have jittery hands.
>>
File: twocolordungeon.png (10KB, 1024x720px) Image search: [Google]
twocolordungeon.png
10KB, 1024x720px
>>145385598
>Game Name: Two Color Dungeon
>Dev Name: -
>Tools Used: Godot
>Website(s): /agdg/
>Progress:
+Added an enemy
+Added attacking animation
+Added shader to change screen colors
>>
File: suspicion-tim-ernst[1].jpg (106KB, 900x658px) Image search: [Google]
suspicion-tim-ernst[1].jpg
106KB, 900x658px
>>145385703
>Goes from experimenting with menus to having tons of assets the second time he posts

Please don't chill your game here, go do that on the Vive subreddit.
>>
>>145386720
Oh, I forgot, no quotes. Did this mess it up?
>>
File: 2016-06-13 22-00-40.webm (392KB, 1280x720px) Image search: [Google]
2016-06-13 22-00-40.webm
392KB, 1280x720px
Well, it was harder than I thought.
>>
File: HighresScreenshot00006.png (1MB, 1207x574px) Image search: [Google]
HighresScreenshot00006.png
1MB, 1207x574px
We arms now
>>
>>145387098
Iv posted these assets and that scene work like a week ago here so I think I will chill here thank you.
>>
>>145385085
No that'll be great, thanks kind anon!

I'll hopefully have more regular progress in the threads after I get all this GUI and inventory stuff sorted.
>>
>>145387324
He probably meant Shill.

He has a point though, if you have just bunkered up a ton of progress and suddenly come and post it all at the same time pretending like you are making it live is kind of a douche move that is usually made to ramp up sales/intrest for a coming game. That's where the "who" meme came from.
>>
I accidentally my Wikidpad.

I have the wikiovw.sli and all the .wiki data

what do now
>>
>>145385598
What's the name of this game? I saw the anon working on it post progress yesterday
>>
>>145387572
>>145387098

This prototype is nowhere near ready for any shilling. Hence progress reports here.
>>
File: past me is retarded.png (5KB, 439x56px) Image search: [Google]
past me is retarded.png
5KB, 439x56px
How do i start commenting my commits like someone who knows his shit?
>>
>>145387391
and now i say goodbye slime, you are free to roam the dungeons in a real game, no longer confined to the borders of your .gif

tell me if he needs anything else! good luck again and may progress flow on your path
>>
File: suicidal.gif (2MB, 500x374px) Image search: [Google]
suicidal.gif
2MB, 500x374px
>>145385703
>New guy comes in with tons of premade assets
>Want to call him a whodev but have no game of my own

Can someone with progress tell the who-dev to shill elsewhere?
>>
Heads up /agdg/.
Sci-fi horror is the new gimmick trend
better get started.
>>
>>145387709
I think 'game quality doesn't matter as long as they have a girl protagonist' is the working title
>>
>>145387890
>new
>>
>>145387709
It's an abandoned project he was blogging about yesterday, he's not currently working on it.
>>
>>145387182
What're you making?
>>
>>145387098
>>145387803
This meme is simply epic. Are both of you from reddit?
>>
File: FoliageTestWR_x2.png (144KB, 1290x860px) Image search: [Google]
FoliageTestWR_x2.png
144KB, 1290x860px
>>145385598
Game Name: Knightly Terrors (WIP title)
Dev Name: Razmig, Theonian
Tools Used: GM:S
Website(s): http://theonian.tumblr.com/
Progress:
+Made more tiles for the outdoors
+Made a lot of particle effects
+Did a lot of work on a new enemy animation
+Arrow trajectories deviate slightly
+Basic knockback when taking damage
+New basic enemy AI pattern
-Slow week, due to finals and moving
>>
>>145388476
But reddit is all about shills
>>
>>145388476
No I just prefer my devs to be all cozy in the thread rather coming in here once a week to whip up hype for their already made game, do you not?
>>
>>145389074
Are you pretending to be stupid?
He posted progress just like every other dev does in this thread. Are you upset that he's made more progress than you? Why don't you make progress then?
>>
>>145389258
>Hey you didn't make any progress so you shouldn't have a say in the thread.

Ok with you so far

>Nah I don't have progress either but if you don't agree you are retarded!

What.

Sorry just trying to not make this into "Trying to advertise my game general", not sure why that triggers you so much because as you can see only one guy in the thread was actually called out for being a who.
>>
File: darkelf.png (3KB, 256x256px) Image search: [Google]
darkelf.png
3KB, 256x256px
>>145385598
Game Name: Dark Elf
Dev Name: Anonymous
Tools Used: GraphicsGale + Aseprite
Website(s): None
Progress:
+Drew dancing idle
+Drew crouch
+Cleaned walk cycle
-Still needs cleaning
-Might have to redo arms...
+Switching to Aseprite
-Have to learn new program
>>
File: 16.png (486KB, 1600x799px) Image search: [Google]
16.png
486KB, 1600x799px
>>145385598
>Game Name: Pulse :(
>Dev Name: Jetadex / Pulsedev
>Tools Used: HTML5 / Javascript / nodejs
>Website(s): N/A
>Progress:
+Added UI using jqueryUI
-Got rid of UI using jqueryUI
+Adding UI using custom programming
-Probably going to go back to jqueryUI
>>
>>145388445
Well, it will be a game, where you throw asteroids at the aliens. At least I want it to be so.
>>
Looking for some help

When an attack generates a hitbox, it makes a collision rectangle and destroys that instance. But collisions rectangles only detect one instance, so I have to find a way to detect every instance in the rectangle in one frame. I would create an array of ids and then iterate through it to deal damage, but I have no way of ensuring I don't fill an array with the same id.

Anyone have some suggestions?
>>
>>145389709
That pixelart is bad, I can't tell what it is even knowing its supposed to be a female dark elf
>>
>>145389579
Because he hasn't shilled anything, his progress posts look exactly like any other progress post. You're calling him out for being a who even though he isn't any more who than other devs that post once or twice a week.
>>
>>145389709
What's the benefit of Aseprite over Graphics Gale?

I've been using Gale and loving it, but I honestly just don't know the benefits/weaknesses of each
>>
>>145390018
Have the objects being destroyed do the detecting.

I am not a programmer.
>>
File: 2016-06-13-1450-47.webm (821KB, 1012x572px) Image search: [Google]
2016-06-13-1450-47.webm
821KB, 1012x572px
making a top-down thing instead of 2d platformer because its more fun to make assets for, starting off by getting a texture blending solution i found on github working
>>
>>145389709
You went too low res.
>>
>>145390118
>Random guy comes in thread for the second time ever
>Look at this fancy menu I made since last time!

Kewl, keep it up.

>Oh I also made a weeks worth of assets

RIght.... Why didn't you post that earlier? Now everybody is going to call you out for suddenly shilling with never contributing anything real to the thread.

The only reason I can think of you got so triggered is because I hit the nail on the head with me calling you out for shilling.
>>
File: pirate2[1].jpg (292KB, 1128x1230px) Image search: [Google]
pirate2[1].jpg
292KB, 1128x1230px
>>145390118
Yarr, true-true, except that it came from ye old nowhere I
>>
>>145387906
I just liked his model and overall game aesthetic
>>
File: Suckybus.gif (81KB, 228x354px) Image search: [Google]
Suckybus.gif
81KB, 228x354px
>>145388862
Here's one of the animations I worked on.

She will probably be dressed in the final version.
>>
File: recapmonday.png (2MB, 1280x720px) Image search: [Google]
recapmonday.png
2MB, 1280x720px
>>
>the pro-OOP pirate is also the one crying about "whodevs"
>>
>>145390420
Look up Dreamknights and Bokube iv been here for awhile.
>>
>>145390420
Sorry, I'm not the anon that posted progress. But I can't sit by and let shitters like you put down yesdevs just because you're jealous of them making more progress than you.

So why don't you call out all the other devs that post progress without posting their exact process for every thing they add?
Why don't you call out other devs that use assets that they didn't make?
>>
>>145390240
That doesn't really work with the system I have, especially because that would mean running a massive switch statement based on which projectile you got hit by every frame. I'll keep thinking, thanks though!
>>
>>145390136
I'm switching mainly because gale doesn't work nicely on linux. Gale is nice m8, I've used it for over 3 years. It's definitely enough to do lot's of cool stuff. I don't know much about aseprite but from what I've seen it has some nifty tool, like improved pixel art rotation and I use that a lot while animating.
One thing I find bad about Gale and that I think it's better on Aseprite (thought I haven't had time to check it yet) is that when you want to add a new layer on an animation in gale you have to add that layer to every single frame and when you move from one frame to ther other the current frame is changed based on the layer name. This happens because the layer is a structure of the frame. In Aseprite the layer has the frames, so if you want to add a new layer you just do and new frames for every frame you already have will be added. Gale also receives very little updates and aseprite seem to be getting updates all the time so I think it is the future.
>>
>>145390902
Neat thanks!
>>
>>145390042
You have to use your imagination also yes

>>145390281
You can never go "too low res", you can only go "too much detail for the res"
>>
File: penguin dressed like a pirate.jpg (9KB, 200x185px) Image search: [Google]
penguin dressed like a pirate.jpg
9KB, 200x185px
>>145390818
I be lurkin' the waters now, matey! Ye be more paranoid than cap'n Blackbeard's barber!
>>
>>145390831
But Bokube kinda came out of nowhere on demo day
>>
>>145390856
>All this defensive posting

Devs that don't shill don't get this mad. Sorry for calling you out, I enjoy progress but dislike obvious shilling for their blogs/games. If you are an adult you would have known that if you had just ignored the 3-4 people spotting your shilling it would just have gone away. Its not like I'm deleting his posts, and if we are so wrong then everyone will just think we are retarded and ignore us.

Except we where right as it turns out.
>>
>>145390275
Nice camera movement

>>145390898
You sound like you're pretty new to programming

>>145390018
You could use a Dictionary, or hashmap, if you re-add the same object instead of appearing twice it'll just update the entry in the collection. Or I mean, just look through the array before you add something to make sure you haven't already added it, what the fuck man
>>
>>145390898
I don't understand why the collision can only detect one instance but you could keep checking collision and destroying until nothing is destroyed.
>>
File: Untitled.png (81KB, 963x547px) Image search: [Google]
Untitled.png
81KB, 963x547px
>>145385598
Game Name: Dwarf Merchant
Dev Name: Galaban
Tools Used: GM:S, aseprite
Website: http://galaban.tumblr.com/
Progress:
+ Got an awesome new slime sprite from a kind anon!
+ GUI now scales to screen size properly when fullscreened
- Lost all work on the inventory due to using a bad array type to make it, starting again
>>
File: sss20160611.png (178KB, 800x600px) Image search: [Google]
sss20160611.png
178KB, 800x600px
>>145385598
Game Name: Stellar Jets
Dev Name: Gremolin
Tools Used: Unity, Paint.net, Blender, Spacescape
Website: https://www.youtube.com/channel/UCSFGPhu4aNWqJDicFUuOxHg
Progress:
+ Created player, asteroid model
+ Spacescape created a nice skybox
- Work stalling with progress

https://www.youtube.com/watch?v=HMhqnQcFhx4
>>
>>145390831
>>145390856

This

>>145391190
>>145391197

Progress is nice and all but those kind of games/progress updates is better to post on your blog or to chill on reddit.
>>
>>145391197
If you were a retard you would notice
>Sorry, I'm not the anon that posted progress.
>>
>>145391338
tbph you guys buttposting over and over because you're mad about it is worse than just letting the guy post his game and move on.
>>
>>145391509
>being defensive again
How about you just admit that you were shilling your game and we can all stop posting?
>>
>>145387758
Thanks anon! I'm currently working to get my enemy states working properly so I can get that death animation for the slime working. Nice to work on something that isn't the GUI.

Hope you have good luck with your art stuffs, if you make anything ridiculous and you want it in a game feel free to hit me up. I can work in almost anything at this point.
>>
>>145391621
Thats not even the dev posting that.
>>
>>145391338
Fuck off or post progress
>>
>>145390691
>She will probably be dressed in the final version.
;_;7
>>
>>145391229
>You sound like you're pretty new to programming

Started at the beginning of the year so yeah

>Or I mean, just look through the array before you add something to make sure you haven't already added it, what the fuck man
The only reason I'm not doing this is because, as I understand it, Game Maker checks a collision rectangle either for the first instance it finds or randomly. So if I just keep checking through the array, there's a pretty good chance I'll just keep adding the first one it finds and never adding the next instance, because that will always be the first one it finds. Not to mention I'll have no exit condition for the loop because it won't be able to detect how many enemies got hit or if there aren't any left.

>>145391235
Similar problem to above. Even if I mark enemies that have been hit with a certain variable, there's no way I know of to detect "all this except those with a variable."
>>
File: WalkingCherubWireframe.png (149KB, 1064x810px) Image search: [Google]
WalkingCherubWireframe.png
149KB, 1064x810px
>>145385598
Game Name: The good book
>Dev Name: Candle-dev
>Tools Used: UE4, Blender, Photoshop
>Website(s): N/A
>Progress:

+ Walking cherubs (second enemy) implemented
+ General AI implemented for walking enemies that will be added later
- Walking cherubs now follow me everywhere with no exit in sight.
>>
>>145391820
Then again, maybe I will just beg for patreon bux with pixelporn once my game fails.
>>
>>145391912
Wow so fucking unlike me to fuck up the post. Better luck next week I guess.

Can anyone point me towards the suicide booth?
>>
Is it possible to make an original doom style game in GM:S?
>>
>>145392048
prefer not to say
>>
>>145392048
Yes see: >>145372302
>>
File: GatorMeme.webm (1MB, 800x354px) Image search: [Google]
GatorMeme.webm
1MB, 800x354px
Added a model to the placeholder enemy AI.

Animations work, you can push away the enemy with the sword, but you still have to strike the soul *the white ball in the center of the gator*.

In this webm I push him away since he came at me too fast with my sword at his neck. Going to make it so if his sword strikes mine, mine breaks.
>>
File: 62pXFyy.gif (1MB, 320x240px) Image search: [Google]
62pXFyy.gif
1MB, 320x240px
>>145390856
>>145391486
Still not a shill huh? >>145392265
>>
>>145391849
Man I still don't understand what you're trying to do. Are you making a projectile that can go through multiple enemies, and the problem is that the projectile is being destroyed when it hits the first enemy?
>>
>>145392048
Someone was making an FPS point and click adventure a while ago that looked like that 2.5D DOOM style
>>
>make progress so fast people will think you're cheating
The Power of Unity
>>
File: Shiller.png (84KB, 641x421px) Image search: [Google]
Shiller.png
84KB, 641x421px
>>145385598
Game Name: Uplifted
Dev Name: ElevatorDev
Tools Used: Java
Website(s): https://donpommelo.itch.io/uplifted
Progress:
+New NPCs and encounter
+progress on 7th Floor Infirmary quest
+On equip/unequip effects fixed.
-Will hopefully make more progress after learning libgdx.
>>
File: gakkari.gif (61KB, 535x302px) Image search: [Google]
gakkari.gif
61KB, 535x302px
>>145392534
kek
>>
File: mpv-shot0013.jpg (101KB, 1280x720px) Image search: [Google]
mpv-shot0013.jpg
101KB, 1280x720px
>>145392534
Dat thumbnai tho
>>
>>145391646
i don't want to sidetrack you.
if i gave you a motivational boost i'm happy, seeing my creation flop around in a game sure motivated me!
>>
File: thruster activate.gif (4MB, 635x524px) Image search: [Google]
thruster activate.gif
4MB, 635x524px
The launch-able thruster missiles are now activated instead of just activating after a set time. You can have 3 of them out at any time, set up traps with a crossfire of suddenly moving asteroids. Or put all your eggs in one basket and put 3 thruster on a single asteroid to get it running at incredible hihg speed!
>>
File: 1460258549211.png (116KB, 294x256px) Image search: [Google]
1460258549211.png
116KB, 294x256px
Any OpenGL nerds here? I desperately need some help, been banging my head against the wall for hours.
I'm trying to render a simple image with lwjgl but it's just showing a white square, as if my texture code is meaningless.


Loading the pixels from PNG:

PNGDecoder pngDec = new PNGDecoder(inStream);
int w = pngDec.getWidth();
int h = pngDec.getHeight();
ByteBuffer buffer = ByteBuffer.allocateDirect(w * h * 4);
pngDec.decode(buffer, w * 4, PNGDecoder.RGBA);
buffer.flip();


Generating openGL texture:

int texID = GL11.glGenTextures();
GL11.glBindTexture(GL11.GL_TEXTURE_2D, texID);
GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0,
GL11.GL_RGBA, width, height, 0,
GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, buffer);


Drawing the texture:

GL11.glColor4d(1.f, 1.f, 1.f, 1.f);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, texID);
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2f(0, 0);
GL11.glVertex2f(0, 0);
GL11.glTexCoord2f(1, 0);
GL11.glVertex2f(w, 0);
GL11.glTexCoord2f(1, 1);
GL11.glVertex2f(w, h);
GL11.glTexCoord2f(0, 1);
GL11.glVertex2f(0, h);
GL11.glEnd();
GL11.glDisable(GL11.GL_TEXTURE_2D);


The coordinates are in the right place, in fact all of the other GL drawing I've tried to do works, but the texture won't show up, just a white square. The width and height are registered correctly and I've confirmed that the pixel data is read correctly. Every tutorial says that this is the right way to do it but nothing's working.
>>
File: FlowerBeam.webm (79KB, 640x357px) Image search: [Google]
FlowerBeam.webm
79KB, 640x357px
>>145392427
Sorry, I tried to be as simple as possible, here's what it is.

Webm related, the projectile is static. You can see that the boxes get destroyed in different frames, because it only detects one box per frame. It's fine for this, but if I had more enemies than there were frames the hitbox was present, it would be a problem (which it is for other enemies)
>>
>>145392803
learn2pastebin
>>
>>145392803
You don't have texturing enabled.
glEnable(GL_TEXTURE_2D);

You shouldn't use immediate mode, by the way. VBOs and shaders are how OpenGL is supposed to be written now (fixed-function has been deprecated for six years now).
>>
>>145392803
Aren't your vertices supposed to be in screen space? In which case using the texture width and height doesn't make sense.

But I've never used immediate mode OpenGL because that shit's been deprecated for 10 years.
>>
File: 1417306397007.gif (1MB, 700x350px) Image search: [Google]
1417306397007.gif
1MB, 700x350px
>>145392764
That looks great anon1
>>
>>145389709
>1 pixel arms
>>
File: untitled.jpg (24KB, 373x149px) Image search: [Google]
untitled.jpg
24KB, 373x149px
>>145392393
When will you be done being triggered?
>inb4 b-but you just edited the post and/or image!!
>>
>>145392803
>>145393075
Oh, oops, I didn't see that you do have it enabled.

I think the issue is still with the drawing, because it's solid white instead of black or garbage. Solid white in core OpenGL means that you don't have a shader bound (usually due to a shader compilation error), so it's likely a similar issue in the fixed-function pipeline.

>>145393080
Texture coordinates are in UV space.
>>
>>145393242
Not sure what that image proves other than you being the guy who didn't believe he was a chill?
>>
>tfw only 5 hours left in a day so might as well not begin devving since it's too late.
>>
>>145393075
>glEnable(GL_TEXTURE_2D);
I have that

>VBOs and shaders are how OpenGL is supposed to be written now
I know I know but I just want to get immediate mode working and then I'll switch over to VBO's. I don't have a lot of experience with OpenGL and VBO's are going to be like a bunch more lines of code that I'll probably mess up on, leading to problems and not getting any indications why they're happening (where I am NOW).

>>145393285
>means that you don't have a shader bound (usually due to a shader compilation error), so it's likely a similar issue in the fixed-function pipeline.
Does that mean I have to write one of those stupid shaders that literally does nothing?
Why does OpenGL make you write so much goddamn boilerplate just to draw a texture?
>>
>>145393335
The other anon kept pretending like I was the dev. The image is meant to prove I'm not the dev, I was just defending him.
If you mean him posting more progress means he's a shill, what the fuck are you even talking about? Posting progress does not make someone a shill.
>>
>>145392914
Oh I get it, the projectile is being "stopped" by hitting the first enemy box, which is then destroyed during the game loop, then next frame it is able to continue on and it hits the second one, etc? You want all boxes to be destroyed on the same frame?

I don't know GM, but it sounds like it does things its own way. Maybe you could investigate the 'solid' flag, that sounds like it might do something
>>
>>145387731
I don't know my shit but when I commit I try to give a good description of what I changed.
>>
>>145393529
>I don't have a lot of experience with OpenGL and VBO's are going to be like a bunch more lines of code that I'll probably mess up on, leading to problems and not getting any indications why they're happening (where I am NOW).
Believe me, when you do shit yourself it's a lot easier to diagnose errors. Right now I have no idea what the fuck is happening since I don't use the fixed-function pipeline.

>Does that mean I have to write one of those stupid shaders that literally does nothing?
No, I just mean that it's a drawing error (a flag not enabled or something) as opposed to a loading error.
>>
File: Bugcorrecting.webm (1MB, 645x492px) Image search: [Google]
Bugcorrecting.webm
1MB, 645x492px
>>145385598
Game Name: Vitomiom
Dev Name: DeppressedTrapDev
Tools Used: Game maker
Website(s): http://maggotdev.tumblr.com/ (empty)
Progress:
+ Weather (like wind and water) effects are made
+ Bug fixed
+ Time to start level design
- Short pause in order to have time to make a videogame-form-CV
>>
>>145392914
nice progress btw, you should post in the recap
>>
>>145393675
If I write it with VBO's (my actual code is more complicated and spread out than what I pasted in so it's easier said than done, but I can manage), do you think that it will be more likely to work?

>(a flag not enabled or something)
What flag could I be missing?
>>
>>145393716
dat mid 90s shareware vibe
>>
>>145392803
I still think your glVertex calls should be in the range 0-1.
>>
>>145393898
It's 99% not the geometry that's the issue, it's the pipeline setup. If you did it through a shader, you'd be doing it explicitly instead of trying to massage all the state machine flags to work.

>What flag could I be missing?
I truly don't know. Try enabling GL_TEXTURE_2D at the beginning of the application and never disabling it (there's no benefit to enabling and disabling all the time)?

>>145394037
He probably has a projection set up elsewhere.
>>
File: output.webm (2MB, 961x539px) Image search: [Google]
output.webm
2MB, 961x539px
>>145392752
Ah it's no problem anon, here is your slime dude with his full life and death animation all in game now.

Got enemy states added and some juice to the hit detection other than just the little knockback, think it's looking better.

I much prefer working on this stuff for the game but I'm making a merchant type sim so I need to get inventory and menus tight and working and I am learning all this as I go so meh progress.

It'll be done though, hope you enjoy your slime showing up in future recaps!
>>
File: HUD test 6-10-2016.webm (621KB, 639x359px) Image search: [Google]
HUD test 6-10-2016.webm
621KB, 639x359px
>>145393591
Will do. I think I'll just have to figure out a complicated loop. Absolute WORST case scenario, it's a feature that you can only hit a certain number of enemies.

>>145393772
Thanks! I will as soon as I put in an enemy sprite really quickly to have a good thumbnail
>>
>>145393907
Well, my "gaming education" was made by shareware from the 90's.
When most of you had super mario bros, sonic and other tetris, I had Abuse, Hocus Pocus or Galactix. And I'd love to bring back that vibe for some players that may have not known it...
>>
File: Screenshot_2016-06-13-22-50-19.png (505KB, 1200x1920px) Image search: [Google]
Screenshot_2016-06-13-22-50-19.png
505KB, 1200x1920px
WHAT
>>
>>145394141
>He probably has a projection set up elsewhere.
This is correct

>Try enabling GL_TEXTURE_2D at the beginning of the application and never disabling it
No luck

>If you did it through a shader
What kind of shader shenanigans do I need to do?
I just feel like writing tons of shader loading code to do "outColor = texture(tex, Texcoord);" is really stupid
>>
File: darkelf_small.png (283B, 8x16px) Image search: [Google]
darkelf_small.png
283B, 8x16px
>>145390042
There. I hope this improves the readability. I can't do much more than this without breaking the 8x16 size
>>
>>145394640
>tons of shader loading code
You look like you're using a managed language so I don't think it will be much work (string from file is typically a one-liner).
>>
>>145394357
>I'll just have to figure out a complicated
Programmer pro-tip, when you start thinking like this, the problem is always on your end. When you think the engine/library "should" be able to do something, and you find yourself coming up with some complex solution, almost guaranteed the problem is you just haven't found the right page in the manual. On the other hand its way more fun to roll your own code, and its a good exercise to building your problem solving skills, but the solution is almost always there
>>
>>145394550
Literally who cares.
You can't get a console dev license.
>>
>>145394550
Just $125 with a 12 month commitment goy

This is the power of the MIT license
>>
i'm just shit, people have literally explained step by step how to do things I'm trying to do and I can't even make that work. I'm too stupid and unfocused to finish anything, let alone a videogame. I just want to make one thing in my life that isn't a joke or a failure. I'm too old, it's too late, and I'm too stupid.
>>
File: 1448361698562.png (669KB, 674x614px) Image search: [Google]
1448361698562.png
669KB, 674x614px
>>145390042
>I can't do much more than this without breaking the 8x16 size
>You can never go "too low res"
>>
>>145394949
Explain that image
>>
File: 1465664121802.gif (470KB, 500x268px) Image search: [Google]
1465664121802.gif
470KB, 500x268px
My long time friend of 10 years' dream is to make a video game (RPG more or less) but doesn't want to commit. He's kind of an idea guy, saying he's a writer and that writing is what he wants to do, because "learning art and how to program is too late for him now" (we're both in our late 20s). He wants to rely on me once I finish my own game so we can collab and so I can fill in for him.

I'm against this idea for various reasons. I'd prefer him to to learn these things by himself, as a way for him to grow as a person and to make him change his perspectives on things, but also because... although I wouldn't mind collaborating with him in the future, if the only thing he does is writing and giving ideas, the game will still more my game than his if I'm the only one doing the art and the code. In the end he might not be satisfied with the result, or worse he'll realize the game is barely his and the merits go to me. I also think that "it's too late mentality" is stupid as myself I'm learning everything and so far I know, while it's not always easy, I can do it. Anyone can do it.

It's frustrating for me. I know we're similar in many aspects and it'd pain me to sort of "leave him behind" regarding gamedev, dreams and all of that.
Thoughts? Anyone had experiences like this to share?
>>
>>145395096
the bear has no arms so he can't eat his pannukakku
>>
>>145395096
A combination of two late-2015 /int/ memes.
>>
>>145395227
Stolen for my game.
>>
>>145394949
>You can never go "too low res"
Last thread I was talking about leaving some things up to the players imagination, and I just realized maybe thats why pixel art "works". You get just enough information for what a thing is supposed to be, and your brain fills in the rest

dank spurdo my senpai
>>
>>145394271
i like the flashing hit detection, looking good.

i need to get better at juice, flashy animations is what i wanna go for and this turned out pretty tame.
practice practice.
>>
>>145395362
>You get just enough information for what a thing is supposed to be
This isn't happening.

Besides, super low-res pixel art looks horrible in motion unless you use mixels.
>>
File: darkelf_small_scaled.png (23KB, 160x320px) Image search: [Google]
darkelf_small_scaled.png
23KB, 160x320px
>>145394949
What I mean is I can't do much more than this while keeping the same ammount of detail and resolution
I think it looks readable as a female elf now.
>>
>>145395635
>What I mean is I can't do much more than this while keeping the same ammount of detail and resolution
WHICH IS WHY YOU SHOULD NOT USE A RESOLUTION FOR ANTS
>>
>>145395491
>This isn't happening
I agree, there's not enough information in >>145389709 to visibly read that its a person
but even with animation, I bet theres an 'uncanny valley' where if you have too many frames, you start to expect it to be animation, and then it looks bad, but if you use few enough, you only think of it as a representation of an animation. Or on the other end of the scale if you use a bunch of frames, it starts looking nice again
>>
>>145395635
I see it
>>
>>145395227
If you don't want to collaborate with someone, just say so ahead of time. Hell, just don't ever collaborate unless you're extremely excited about the idea or you're getting paid for it. It saves you both a lot of time and effort down the road. I've learned this one from experience.
>>
>>145389709
>>145395635
Most NES games just stacked 4 or more sprites for the main character.

Also, you have too many colors.
>>
>>145395709
This reminds me of that guy a few years ago who was obsessed with making the smallest readable font. It was aesthetically pleasing, but also impractical and mostly illegible. Don't sacrifice readability to the sake of adhering to a theme or a style.
>>
>>145395902
Like I said it's not exactly the idea of collaborating that irks me here. But you're right in that I shouldn't be vague about how I ultimately feel about this.

My post was more about him initially.
>>
>>145395232
>needing arms to eat pancakes
how normie are you?
>>
If your image is larger than 2x2 px and has any colors other than black and white, it's not low-res enough.
>>
File: Untitled.png (2KB, 256x256px) Image search: [Google]
Untitled.png
2KB, 256x256px
>>145389709
I'm not an artfriend but Ive heard silhouette is really important to character design, imo time to git gud on the human form
>>
>>145395227
If you don't want to work with him, then don't. Never commit to something like that out of pity.

If he doesn't want to learn art and programming then he doesn't have to. If he wants to pursue writing then he can pursue writing. But if he thinks he's going to end up making videogames as a writer, he needs to realize that that's an extremely narrow goal and the (few) people who actually do that are people who were writers in some form before they got hired to work on videogames. If he wants to be a writer, he should get an education, write good stuff, and get experience as a working writer wherever he can get work. People with dreams fail because they are too inflexible, and that unwillingness to move forward in life wherever the opportunities arise keeps them from either getting closer to their dreams or discovering other paths in life that are just as good or better.

TL;DR: Tell him to do something, anything, whatever he wants, just do it and pursue it. And if he ends up with some valuable skills someday perhaps you can work with him.
>>
>spiderchan is now an adware site

When did this happen
>>
>>145396263
At least several months

RIP in peace, agdg 'tracker'
>>
>>145395227
I wouldn't collaborate on a game with someone that hasn't at least made a few clone games to get a basic understanding of gamedev.
>>
>>145395227
>dream is to make a video game but doesn't want to commit

tell him to off himself since learning a bit of programming and art at late 20's is hard enough to give up on his "dream".
>>
>>145396001
I'm not working within the nes limitations so that's not a problem. Thanks though

>>145396185
I'll see what I can do about that
>>
>>145395383
Good luck dude, flashy animation is harder to do without just looking silly or out of place but I'm sure you'll get there.
>>
>>145394271
>mixels
>can see 10% of the screen in front of you
>>
>>145396219
>>145396465
>>145396484
Thanks.
>>
>>145396263
Spiderchan died a long time ago
agdg.moe
>>
File: 1380697092809.jpg (42KB, 479x720px) Image search: [Google]
1380697092809.jpg
42KB, 479x720px
>I use Unity
>I use Game Maker
>I use Unreal Engine
>>
>>145397090
Thanks dude. I forgot all about that link.

Also, I work in a software company and gaming is my real passion. Used to be a real active poster here but had real life get in the way. I don't have time to make a game but would love to interview and talk to people that are, maybe fund some games too. Is there a giant list of active /agdg/ devs that I can interview? I just want to support other people's passions while Im currently tied up with non gaming stuff...
>>
File: 1465494984799.jpg (46KB, 780x564px) Image search: [Google]
1465494984799.jpg
46KB, 780x564px
>>145397381

>I'm "making my own engine"
>>
>>145377549
Without a doubt using tutorials at first will give a boost of motivation because even though the code isn't yours you get to see things moving on screen. You feel good finally getting something to work.

That being said the sooner you can get yourself to step into the wild and start failing at your code the sooner you can start actually learning and fixing it and growing as a GM dev. Drag'n'Drop isn't going to do shit for you and GML will open up as massive world to you but only if you understand it.
>>
>>145397401
Everyone that was making a game died
AGDG is only full of mentally retarded shitposters now
>>
>>145397401
Recap is probably your best place to look
>>
>>145385598
Game Name: [Placeholder Title]
Dev Name: N/A
Tools Used: GM:S, GraphicsGale
Website(s): N/A
Progress:
+Started some work on making the beginning area
+Added a basic enemy (pretend it is a wolf)
+Added instant use items that drop from enemies
+Started work on another basic enemy (pretend it is a plant)
-Too many distractions this week
>>
>>145397401
>Is there a giant list of active /agdg/ devs
nope nothing like that
>>
File: newres.webm (607KB, 1280x720px) Image search: [Google]
newres.webm
607KB, 1280x720px
Messed with resolution and camera and added some animations and I think it looks a lot better already.
>>
>>145396884
I hadn't changed the object following since I made the screen size bigger and didn't noticed, that's now fixed, thanks for noticing anon.

I see no mixels though? I made everything there apart from the slimes and it's all 32x32 based and scaled the exact same.
>>
File: ParriedSword.webm (2MB, 800x362px) Image search: [Google]
ParriedSword.webm
2MB, 800x362px
Enemies will parry and break your sword. Here I held up my sword (since I knew the swing pattern) and let him break my sword.

I'm hoping next to make it so enemies have a certain particle effect to let you know what kind of swing they will do so you can strike accordingly.
>>
Uh, my friend had his game on google play. Nothing special, ok idea, ok art, didn't get much attention. Now some Vietnamese studio made a clone of his game using mostly my friends art and content.
What do?
>>
>>145398539
Make new game
>>
>>145398539
a) sue them
b) nothing
>>
>>145398539
That's what you get for making mobile games
>>
>>145398539
Link us.
>>
>>145398668
>sue a vietnamese company

if you want to get paid in rice go ahead
>>
>>145398792
So go with b then
>>
>>145398043
Mixels as in off the pixel grid.
>>
>>145398539

it happens all the time, and google does not take any action, unlike apple who at least tries to keep rip offs to a minimum. it's the reason I quit mobile dev.
>>
Using an engine to make a game: normal mode
Making an engine: useless mode
Making a game without using an engine: patrician mode
>>
>>145398539
Issue a DMCA takedown notice to the google play store
>>
>>145392048
Yeah.
>>
>>145399035
Those are called grixels you newfag
>>
>>145399281
I remember grixels always being short for "gradient pixels", i.e. "pixel" art with gradients. Off-the-grid was always part of mixels.
t. been here since /v/idyadev
>>
File: recap.png (106KB, 332x270px) Image search: [Google]
recap.png
106KB, 332x270px
>>145385598
Game Name: The untitled lovechild of Wolfenstein 3D and Castlevania
Dev Name: Kvrepo
Tools Used: HTML5, JavaScript
Website(s): http://kvrepo.tumblr.com/
Progress:
+ Raycasting for sprites and walls seems to be ok now
+ Theonian was based and let me test with his art
- Occasional performance issues
>>
>>145399281
mixels and rixels are the only two that exist. any other *ixel is just a meme word.
>>
>>145399556
>whodev
go chill your game on reddit.
>>
>>145399556
>320x180 raytraced
>occasional performance issues
What the fuck? How?
>tools used: HTML5, JavaScript
Ah.
>>
>>145399587
Someone explains with examples what are mixels and rixels to me please. I'm not entirely sure to get it and I don't want to make this mistake in my game.

ALL of my assets are scaled the same, i.e. 1:1 and my resolutions are always a multiple of 2. So with that into account I should be fine and not worry about any of this right?
>>
>>145399785
How to avoid: render first, upscale in post.
>>
File: Combat ISP hero select.jpg (345KB, 1920x1080px) Image search: [Google]
Combat ISP hero select.jpg
345KB, 1920x1080px
>>145385598
Game Name: Combat ISP
Dev Name: CISP dev
Tools Used: GameMaker, Photoshop, LMMS, Audacity
Website(s): combatisp.tumblr.com
Progress:
+ UI progress (Versus menus)
+ New character icons
+ New sound effects
+ Remixed the old Versus music into 2 different tracks
- UI takes forever
- Tons of refactoring
- Versus menu still not finished
>>
File: 1465851964683.jpg (23KB, 352x356px) Image search: [Google]
1465851964683.jpg
23KB, 352x356px
>have a vague idea for a puzzle
>implement the required mechanic
>now just randomly placing shit until a puzzle happens
Expert game dev
>>
>>145399894
Not sure what you mean.

I use GM:S. I always upload my sprites/assets in their original 100% quality. I just upscale my whole game at once and thus only a multiple of 2 so pixels look normal.
>>
>>145399785
How to avoid: Don't care about it at all because there are like four autists who are the only people on earth who notice it at all.

You can tell these terms are useless in any real capacity because you can't even fucking google them, they are non-things.
>>
Free feedback please

https://soundcloud.com/prutte-1/sets/pantsu-harvest
>>
>>145399556
>Theonian art in first person
not sure how to feel about this

>>145399485
Wouldn't that be graxels or grexels?

>>145399785
Its just an agdg meme that no dev should take seriously. Its a set of criteria to judge whether an artist is doing pixel art for bandwagon reasons without really understanding what/why pixel art exists
>>
File: screenshot.png (140KB, 813x542px) Image search: [Google]
screenshot.png
140KB, 813x542px
>>145385598
Game Name: Illuminants
Dev Name: Dale
Tools Used: Unity
Website(s): None
Progress:
+ Began working on sewer map
+ Enemies can now scale steps to reach the player
+ Added sound effects
+ Added first minigame/obstacle
+ Added new type of enemy, Sewer Worm
+ Remade textures for inventory and questbook GUI
+ Created stone and sewer tile textures for sewer
- Rarely the Unity Editor will crash during combat
- Enemies can only move in a straight line towards the player, no pathfinding
>>
butthurt nodevs calling progress posters whodev.
>>
>>145397401
Check out recap.aggydaggy.com or look at the weekly recap
>>
File: maxresdefault.jpg (93KB, 1280x720px) Image search: [Google]
maxresdefault.jpg
93KB, 1280x720px
>>145399785
Yoshi's tears and the "teddy tanuki" against the coffin are examples of mixels. Luigi's head is an example of rixels.

Yeah, it's a morbid example, but these edgy "pixel art" flashes have mixels and rixels galore.

>>145400312
That sounds fine.

>>145400320
>how dare people have standards when it comes to emulating a style that is in vogue!
>>
>>145400516
The only people bothered by being called whodevs are whodevs
>>
>>145400320
>>145400373
Memes or not I still agree that sprites shouldn't have different resolutions though, it's gross.

Now the off grid pixel thing? I don't get it. I'd like an example.

I remember people criticizing this game's look for example https://www.youtube.com/watch?v=l_gQNX4Itrs but to me everything looks good.
>>
>>145400515
nice perspixels on the green guy
>>
>>145400580
>yoshi example
Gotcha, thanks.

Well while I agree about mixels being ugly and out of place I think rixels aren't necessarily that bad depending on how you use them.
>>
File: ShieldHole.webm (2MB, 800x364px) Image search: [Google]
ShieldHole.webm
2MB, 800x364px
The shield has a hole in it so you can see through it while blocking.
>>
File: 1445443797582.gif (4MB, 340x220px) Image search: [Google]
1445443797582.gif
4MB, 340x220px
>>145400515
>pixel textures
>photorealistic reflection

>>145400638
"Off the grid" is when the pixels appear at the same size, but the offset between two different sprites is not a pixel multiple. Usually, this occurs because people make ultra low-res sprites because it's "easier" and then realize that they can't stick to the pixel grid without it looking jittery as fuck.
>>
>>145400638
If each pixel on your content is rendered as ten pixels tall, when the asset moves it should move in increments of ten. Otherwise it looks like "sub pixel" movement, like youre moving on a differently sized grid than what you're drawing on, thats grixels
>>
>>145400814
But that wouldnt work in reality since it would weaken the shield considerably to the point of uselessness
>>
File: test15.webm (1MB, 328x268px) Image search: [Google]
test15.webm
1MB, 328x268px
>>145399556
This is it in motion. Sometimes I feel that it's too dark, sometimes that it isn't dark enough. I thought that maybe a dialogue box would be nice at the status screen, but now I start to think that it only looks good when I raise the overall resolution. What information would a player need other than health, ammo, status? A minimap maybe? What do you think?

>>145399776
It's actually 320*200. Maybe something else would be more suitable, but webdev is just my comfy-zone.
>>
>>145400808
Rotating sprites algorithmically will always look like shit, whether you destroy the pixel grid or stick to it. It's essentially a workaround for not wanting to (being able to) animate the rotations yourself.
>>
>>145400863
jontron really let himself go
>>
>>145401084
The trees in that trailer >>145400638 don't look so bad though. How would you have done it otherwise?
>>
>>145401007
https://www.youtube.com/watch?v=0AIUF6iCPj0

There are shields throughout history that have holes or methods to see through.
>>
File: Rcp.png (4KB, 450x300px) Image search: [Google]
Rcp.png
4KB, 450x300px
>>145385598
Game Name: Giant Knight
Dev Name: N/A
Tools Used: Monogame, Aseprite
Website(s): https://giantknight.itch.io/giant-knight
Progress:
+ Finished Main Menu
+ Got Basic Keybinding Menu
+ Made more art for Forest themed level
+ Started on the Boss
- Refactoring a lot of code
- There's no end to GUI
>>
>>145400320
>You can tell these terms are useless in any real capacity because you can't even fucking google them, they are non-things.
AGDG coined short terms for them, doesn't mean they aren't a real issue.
http://lmgtfy.com/?q=mixed+pixel+sizes
>>
>>145400814
Bro this is so freaking cool.
>>
>trying out unity for babbys first game
>doing the tutorials, think I'm getting the hang of c#
>try to make a simple thing where a game object moves to where you click
>errors popping up one after another
>it's always the most mundane shit, like wrong case or missing semicolons, but it's taking ages
>get put on full tilt after hours of trying to make the damn script work

Guys what is the secret to not tearing my hair out every time I try to get something to work, is there some way to translate a babbymode case insensitive programming language to c# or something because this shit is infuriating
>>
>>145401207
Animating by hand, or at least rotating algorithmically (without introducing rixels) and then touching them up to look halfway decent.
>>
>>145401409
git gud normalfag
>>
>>145401409
Remembering syntax and names are the easiest problems you'll ever have to solve when programming.
>>
>>145401409
Learning programming while learning Unity sounds like a bad idea.
>>
>>145401409
Thats just the shit most people go through when learning programing, so just deal with it and be glad it's not something more complicated.
You should probably learn programming seperately from Unity though. Your never going to fully learn it that way.
>>
File: NewRevolver.webm (1MB, 546x679px) Image search: [Google]
NewRevolver.webm
1MB, 546x679px
Made a new revolver model thats 100% better looking (Which means it is now only half as shit) and so much easier to animate dynamically as the player presses the trigger etc.

But is there someone with more experience in UE4 that could help me out with a Q:

Right now, TONS of logic is in my animation blueprints, and my OOP zombie brain is telling me that this should not be the case. Are you really supposed to trigger, for example, damage starts/stop in the animation blueprint that in turn modify your pawns?
>>
OOP was a mistake.

I'm so deep in inheritance that I don't even recognize my code anymore.
>>
Can you OOP on GMS?
>>
>>145402237
No, GMS is Event Driven.
>>
>>145402025
I believe it's pretty standard to use animation triggers to instigate logic so that everything is timed properly.

Probably keep the logic itself out of the animation blueprint though, have the triggers call events/functions in the pawn.
>>
>>145402237
No, but it has the worst feature: inheritance.
>>
>>145402358
There's nothing wrong with inheritance.
>>
>>145402445
There's nothing inherently wrong with dictatorship either.
>>
File: file.png (26KB, 1280x720px) Image search: [Google]
file.png
26KB, 1280x720px
>>145385598
Game Name: Race To Space
Dev Name: Hippie
Tools Used: LibGDX, Tiled
Website(s): N/A
Progress:
+ Started a new project
+ Isometric tiled map now renders correctly
+ Camera can move and zoom
- Really struggling with AI implementation
- Only four hours of progress this week
>>
File: test.png (357KB, 814x910px) Image search: [Google]
test.png
357KB, 814x910px
>>145400650
what the fuck are perspixels

>>145400863
Do you think I should disable reflections all together? What do you think of pic related?
>>
I want to have a bunch of non-monobehavior classes be able to initialize and update completely independent of one another, not sequentially in Unity.
What would be the best way to thread these initialization/update calls?
>>
File: WalkingCherubDrive.webm (1MB, 602x446px) Image search: [Google]
WalkingCherubDrive.webm
1MB, 602x446px
>>145402320
Yeah, that's what I have now with the exception of moving enemies (right now only the walking cherubs) where the pawns sets an vector of what direction it wants to move whereupon the animation BP blends root-motion animations to something that will move/rotate the pawn that way.

>>145402445
There kinda is though, some anti-oop guys spent like an hour explaining ecs to me Was it maybe even yesterday night? and now I can't help but cringe at myself for thinking there wasn't. HOWEVER OOP is still FINE for almost everything, especially if you have a plan before you begin it can save a ton of time. This really isn't the place for discussion this kind of stuff though.
>>
>>145402627
Seems like you need OOP.

You should give up on Unity since it's Entity based.
>>
>>145402584
You shouldn't have modern looking water shaders at all.
Make the water pixel art too. Or make everything into models with high res textures instead of 3D sprites.
>>
>>145402734
Well you'd be right if I was working with monobehaviors, but I'm not. Unity still runs off of C# scripts and you can still totally use C#'s multithreading ability as long as they aren't directly manipulating monobehaviors, so for optimizing workers in an algorithm it should still work
>>
>>145402445
Inheritance is either muzzled or broken, and even then it's not nearly as flexible as composition. It's just slightly more convenient up front and is forevermore a burden.

>>145402584
The bottom, by far. The water is still too high-fidelity and clashes, though.

>>145402734
What the fuck does OOP/ECS have to do with anything?
>>
>>145402627
No idea what the >BEST way is, but what about creating a shim monobehaviour class that receives Start/Update events from Unity, then calls the corresponding functions on your non-monoB objects.
>>
File: pure.png (184KB, 807x445px) Image search: [Google]
pure.png
184KB, 807x445px
>>145402901
>>145402859
>>145400863
What about this?
>>
>>145402584
>what the fuck are perspixels
Just rattling your johnsons, my dude
pixels rendered in perspective
>>
File: recap monday.jpg (110KB, 1437x884px) Image search: [Google]
recap monday.jpg
110KB, 1437x884px
>>145385598
Game Name: Untitled Shop Simulator
Dev Name: Anonymous
Tools Used: Monogame, C#, Visual Studio
Website(s): Coming Eventuallyish
Progress:
+ Set up a solid ECS engine structure
+ Created a clean state management system
+ Set up placeholders and basic scope of game in DD
+ Rudimentary systems for movement and dialogue
- Begun research into domain specific languages to implement a more complex dialogue system with flexible scripting
- RIP Roguelike
>>
>>145402237
Not properly, but you can poorly approximate parts of it.
>>
>>145402934
Well right but let's say that I have 100 objects that all get an initialization call at the exact same second, and when they're created they run A* to find a path. This would definitely drop at least a couple frames, so I'd like to thread their initialization so that Unity can make use of more than one core instead of just iterating through one by one until they all finished.
>>
>>145385598
Game Name: Whimp the Bold
Dev Name: AttaBoy
Tools Used: Graphics Gale and Game Maker: Studios
Website(s): http://attaboydev.tumblr.com (nothing on it yet)
Progress:
+ added a HUD
+ the background now scrolls perfectly smoothly
+ added a miniboss character
+Made a uniform system that handles all projectiles
+ game can now be paused
- Still haven't updated player character with new design
- Distracted by new Kirby game
>>
>>145403041
>water doesn't have point filtering
Almost.
>>
>>145403041
You need to decide if you're taking a serious, albeit retro approach, or if you're trying to do some sort of an ironic collision of eras
>>
What are some underused good fantasy/mythology races for playable characters?

I've got so far:
Human
Skeleton
Gorgon
Mothman
>>
>>145403154
>expecting to be able to do this effectively in Unity without access to the internals
HAHAHAHA
>>
i wanted to make a dungeon crawler using raycasting too but ill wait until the current agdg ones die out

cant let someone else steal my fame
>>
>>145403118
>RIP Roguelike
At least you are still devving. Keep it up!
>>
>>145403341
Why would anon need access to the internals to do something as fucking basic as threading
>>
>>145403318
Golems (all kinds)
>>
File: next.png (166KB, 810x453px) Image search: [Google]
next.png
166KB, 810x453px
>>145403194
>>145403250
I'm not trying to be ironic

I added point filtering and transparency. Also made it green. Now what do you think?
>>
>>145403318
Jews
>>
>>145403041
Don't listen to them. Looked better before. There is no reason you can use modern improvements in lighting and post process, just because you can't do AAA quality art assets.

Games in the past didn't have screen space reflections or advanced lighting because of tech reasons. If Doom could have global illumination and volumetric particle effects, it would have.
>>
>>145403154
Maybe just a normal C# backgroundworker or however threading is done
>>
File: pixel.png (25KB, 1072x612px) Image search: [Google]
pixel.png
25KB, 1072x612px
Made an image to show the different common pixel problems.
>>
>>145403496
Looking rad mate.
>>
>>145403551
South Park already did it.
>>
>>145403496
There, now the water matches the rest of the game.
>>
>>145403603
>If Doom could have global illumination and volumetric particle effects, it would have
But it didn't, and thats what we got used to, so if we see a Doom style game with global illumination, now it looks off/weird
>>
>>145403408
Because good luck implementing and using a green thread/parallelism system effectively without modern C#/.NET/extensions.

Spinning up new threads all the time is expensive. Unity has a job system, but it's only exposed to the internals.

>>145403603
>If Doom could have global illumination and volumetric particle effects, it would have.
It also wouldn't have had sprites or low-res textures.
>>
>>145402584
Top looks best.
>>
>>145403318
satyrs
>>
>>145403384
Thanks anon!
Actually I have to stop gamedevving for the next few weeks. I'm getting flown out across the fuckin' country for a few job interviews and I have to study up and practice web dev until then, so I won't have time to work on my game. :(

On the plus side, this gives me more incentive to work harder on the aggydaggy site for practice. Anyone got any feature ideas? People seemed either ambivalent or straight-up against a collab section.
>>
>>145403835
>It also wouldn't have had sprites or low-res textures.

Sure, but if you could go back in time and offer Carmack a way to add advanced lighting and reflections into Doom, but he was still limited to low-res textures and sprites, do you think he wouldn't use the new lighting and such in his game?

Of course he would. Just because you are limited in some areas doesn't mean you should handicap yourself everywhere.
>>
>>145403318
>Human
overused

Some recommendations:

Ifrits (Hot-tempered red skinned people, one of their parents were a fire elemental. Their hair flows as if it were fire, although it is not)

Constructs (Robots but with magic instead of electricity

Chimeras (Capable of changing themselves to appear as other people; Alternatively, able to imitate or innately posses animal characteristics)

Slyph (Like ifrits but with air elementals instead, lightning and shit)
>>
>>145404074
>sure but if you make up this nonsensical scenario my nonsense reasoning makes sense
Really makes you think.
>>
There are a lot of devs in the recap these days, thanks to the summer
>>
File: blockhead.gif (19KB, 178x136px) Image search: [Google]
blockhead.gif
19KB, 178x136px
hot off the pixel press
>>
>>145404947
plz art for me
>>
File: ParticlesWalkingCherub1.webm (775KB, 682x478px) Image search: [Google]
ParticlesWalkingCherub1.webm
775KB, 682x478px
>>145404947
Will you have my babies?
>>
File: 2016-06-13-1949-11.webm (920KB, 1920x1080px) Image search: [Google]
2016-06-13-1949-11.webm
920KB, 1920x1080px
Finally got back to this. Implemented a charge-shot now.
>>
>>145403318
Elfs
>>
>>145404776
But there's still a lot of devs not in the recap.
rip in piece.
>>
>>145405065
Needs more than one particle system to make it look less shit. Combine different types of effects.
>>
File: oop vs ecs.png (820KB, 1488x1594px) Image search: [Google]
oop vs ecs.png
820KB, 1488x1594px
Reminder: Decouple your shit. OOP is for losers.
>>
>>145405303
Have you ever programmed a game with ecs? I'd love to see it.
>>
>>145405303
>AwOOP
>>
File: CleanCherubWalking.webm (739KB, 588x427px) Image search: [Google]
CleanCherubWalking.webm
739KB, 588x427px
>>145405279
There's 3 of them

But I'm aware, will fix it up when its time for shilling, need more than one particle type, mostly some kind of small-rock one.

That one was mostly to test how animations in ue4 worked with their notifies, as well as their curve system. (Which in this webm is use to drive how clean the skeleton is)
>>
>>145405638
You've been shilling way too much for the progress you've done man
>>
>>145405303
the only part i understand about this pic is awoo
>>
>>145405303

pretty sure sproggiwood or something was made w/ it
>>
>>145405779
Yeah I know, only 2 things i've posted today though where my fan-thing for pug-dev and the revolver, the rest of the shilling has been when replying to responses from these two posts. Don't worry I'm curbing them down now to only actual progress posts.

>But wheres your game
>>
>>145405404
google Dungeon Siege
>>
>>145405303
I don't really get it. These two things seem unrelated. Like OOP is a whole paradigm and ECS is a way of organizing data. And isn't object composition part of OOP?

In this scenario, wow would you reference Duelist, Spy, Scout, Marksman, Maverick and Samurai as Thief with an ECS?
>>
>>145406091
He has no idea what he's talking about, man. Just let him vent his anger into the void.
>>
>>145406091
>I don't really get it. These two things seem unrelated. Like OOP is a whole paradigm and ECS is a way of organizing data.
Colloquially, when comparing OOP to ECS it's in the context of implementing game objects specifically.

>And isn't object composition part of OOP?
You can do composition in OOP. Using composition doesn't mean you're writing OO code.

>In this scenario, wow would you reference Duelist, Spy, Scout, Marksman, Maverick and Samurai as Thief with an ECS?
They all have components (and values of fields in components) that make them thieves.
>>
>>145405303
>atleast it's not the "procedural programming" guy
>>
>>145404947
Really love this one, it might be the best one yet.
>>
>>145406493
Who are you quoting?
>>
>>145406732
>he doesn't know about the greentext meme
Hi summer
>>
How would you do a Mage in an ECS? Would they have a Ranged component, a Melee component and a Magic component, or would it be a RangedMagic component and a MeleeMagic component?
>>
>>145406826
Trick question, you didn't describe the intended mechanics at all.
>>
>>145406826
You don't.
>>
>>145406341
How do you reference them as thieves though?
For example, with inheritance you would just write "destroy all thieves" and they all instances of the thief child classes would be destroyed, how do you do that when it's components?
>>
>>145406913
>>145406912
ECS must be pretty useless if it can't handle even a simple thing like that
>>
File: pewpewpew.webm (1MB, 1280x720px) Image search: [Google]
pewpewpew.webm
1MB, 1280x720px
I think I'm gonna mess with a new method for procedural generation that's less grid-based and more brush-based. Might make for some more cavern-y looking areas which is what I'm shooting for.
>>
File: recapThemes.png (1MB, 1424x1772px) Image search: [Google]
recapThemes.png
1MB, 1424x1772px
>>145385598
3rd response with circled theme is used for this week's recap.
>>
File: Thieves.png (10KB, 832x252px) Image search: [Google]
Thieves.png
10KB, 832x252px
>>145406091

I drew a chart of how you would compose those entities.
>>
>>145384172
Needs Catherine Zeta-Jones' ass.
>>
>>145406826

You're thinking about it too literally. For example, in my game, I have a Pawn class which is always a player-controlled entity. The Pawn has a Class component which stores all class-specific information, and Weapon and Spell components which store weapon and spell information respectively.

So I create a Pawn and add a Class (Mage) and Weapon (Staff) and Spell (Firebolt). Or a Class (Rogue) and Weapon (Dagger) and Spell (Disguise).
>>
>>145407016
Depends how you want to decide an entity is a thief or not. If you just want to tag entities as having a certain class, you could have a component for that. If you want "thiefness" to emerge from other components and their values, you do it that way.

>>145407086
Why did you quote me (>>145406912) if you're not going to address me?
>>
>>145407262
I'm not asking how fields work, I'm asking how polymorphism works.
>>
It'd be good to see something along the lines of an engine guide in the OP. Pros and Cons, what's best for what kind of game, etc. I imagine it's awfully hard to find good information that isn't overwhelmed with marketing.
>>
>>145407289

And all of the logic and data of Class, Weapon, and Spell can easily be added onto an NPC, Enemy, whatever. It doesn't care if it's on a Pawn, it's just data.
>>
>>145407385
How do you check for the thief component though?
>>
>>145407604

Job : Component -> enum JobType { THIEF, MAGE, ARCHER, WARRIOR }
>>
>>145407398

this is not OOP.
>>
>>145407604
Depends how you implement it.
>>
It's interesting that OOP people ask extremely vague and generic questions as if there's a "one true answer". Goes to show how draconian OOP is.
>>
>>145407734
>>145407736
I honestly don't know how I can ask this any clearer. Are you just ignoring the question?

With inheritance you can just check your list of unit objects for instanceof thief, call destroy() and then all instances of Thief, Duelist, Spy, Scout, Marksman, Maverick and Samurai would be destroyed.

How would you do this in your system?
>>
It's interesting that nodevs keep posting about OOP vs whatever else as if they've ever made a game with any code. Goes to show how retarded nodevving is.
>>
File: TRPGrecapJune3.png (351KB, 1024x685px) Image search: [Google]
TRPGrecapJune3.png
351KB, 1024x685px
>>145385598
Game Name: TacticalRPG
Dev Name: HowDoGameDev
Tools Used: OpenTK, GIMP, Blender, VS
Website(s): howdogamedev.itch.io/tacticalrpg
Progress:
+ Height calculations fixed
+ AI now hunts distant enemies
+ Items have been implemented
- Particles still broke
- Occasional movement bug for AI
>>
>>145407289
That seems like you'd have a lot of duplicate code, for example between a Weapon (ranged Bow) and Spell (Firebolt). And Spell would be massive because it'd have to deal with vastly different spell types, from doing ranged damage to healing at melee range to self-casting and changing attributes (disguise)
>>
>>145408262
destroy the components
>>
>>145407385
>Why did you quote me (>>145406912) if you're not going to address me?
Sorry, your post was so dumb I assumed you were trolling.

The intended mechanics of a Mage class are he acts like a mage.
>>
>>145408262

depends on the implementation. Find all objects by component, and destroy basically. It's not that complicated.
>>
>>145408262
I told you, you could have a component that tags entities with a class and then destroy all entities for which the class is Thief.

>>145408352
How so?

>>145408497
>The intended mechanics of a Mage class are he acts like a mage.
>>>/v/
>>
>>145408060

To be fair, when I was learning how to program I would have asked many similar questions. Because when you're a beginner, it's not always immediately obvious that you can solve the same problem tens of thousands of different ways, ESPECIALLY if you're learning in a strict, structured curriculum like school.

>>145408262

It depends on the implementation of your ECS. Most use unique ids for entities, with collections and references in components. Using that, you might do something like World.get(Features.all(Thief::class)) to get all thieves in the world. Or World.get(Features.all(Thief::class, Weapon::class)) for all thieves that have a weapon. Or World.get(Features.all(Thief::class, Weapon::class).exclude(Spell::class)) to get all thieves with weapons that don't know any spells.
>>
>>145408373
So do all the components have a reference to the instance that is containing them? Then when they get told to call destroy() they tell the component holding them to destroy() all the way back up until it's the entity?
Isn't this just inheritance, but you're instantiating a lot more?
>>
>>145408352
>And Spell would be massive because it'd have to deal with vastly different spell types, from doing ranged damage to healing at melee range to self-casting and changing attributes (disguise)
Why is that a problem, as long as there's no code duplication?

In a sane language, Spell can be a "variant type" where those archetypes are variants that are handled explicitly through pattern matching instead of method overriding.

You can even (shocker!) use OOP within an ECS and have the Spell component be an interface that's implemented by a class for each of those archetypes. After all, a flat OOP hierarchy is more or less equivalent to using polymorphic (open) variants.
>>
File: 1451190663102.png (517KB, 1112x1080px) Image search: [Google]
1451190663102.png
517KB, 1112x1080px
As expected, I switched over to VBO's because I had given up on fixing textures, and NOTHING WORKS, with NO EXPLANATION WHY.
I fucking hate OpenGL more than anything.
>>
>>145408747
>How so?
For example, accuracy degrading over distance. It'd affect bows, and ranged magic. Do you create an additional Ranged component?
>>
>>145409064

it's not inheritance. it's composition. if you're good in OOP you should know this already
>>
>>145408262
>instanceof thief
This isn't even proper OOP, this is hacky script kiddy bullshit.
>>
>>145409064

You're thinking about it in OOP terms. Components are data. Entities are objects. Systems are logic. You have an entity, it has components, the systems define behavior for components.

The Position component doesn't need to have any concern for the entity it belongs to. It doesn't care at all. It just says, "I have two field called position and velocity, and they're two-dimensional vectors". Then the Entity says, hey I want one of those and adds a Position to its list of components. Then a system says, "For every entity with a position component, add the velocity to its position every frame".

Then the Entity says its velocity is 1,0. And the system starts moving it right. And you create a new Entity and it has a Position with velocity -1, 0. And it starts moving left. And nothing needs to be inherited because everything has one job, and it does that job.
>>
>>145409264
Time for vulkan, senpai
>>
>>145409593
I bet vulcan is twice as fucking complicated...
>>
File: recapTheme.png (31KB, 236x241px) Image search: [Google]
recapTheme.png
31KB, 236x241px
>>145409264
Start here:
http://www.opengl-tutorial.org/beginners-tutorials/

Immediate mode is a waste of time in most cases.

>>145407247
>>
>>145409264
I told you that the geometry isn't the source of the problem, it's the pipeline. Did you write your own shader program or are you still using the fixed-function pipeline?

>>145409321
No, because the bow and spell would have different accuracies. If you thought you were going to duplicate code between the bow and spell components and the associated systems, you'd factor that out accordingly.

The point is that this particular issue is outside of the scope of implementing game objects with OOP vs. ECS. Would you be able to derive from a single Ranged class in OOP? No, right?
>>
>>145409749
Why is immediate mode a waste of time when it actually works?
What if I need to change the vertices of my shapes? Why would I want a static vertex buffer object?
I'm trying to use DYNAMIC_DRAW and I don't know if that's the problem or not but I do know that NOTHING FUCKING WORKS.
>>
>>145409340
These "examples of the difference" only serve to further confuse me, because they use both alongside each other while you're saying remove inheritance altogether.
>>145409479
I just want to understand the functionality I'm asking about. How does this "class" field you talk about work? Like what components would a Maverick have that let it be referenced as a Maverick, a Marksman, a Scout and a Thief? Would the class field be an array?
>>
>>145409823
>Did you write your own shader program or are you still using the fixed-function pipeline?
I gave up on the textures and tried to switch the code I was using to use VBO's instead of immediate mode.

How many shaders do I need to make? Shaders for vertices and colors and indexes or what? It feels super overkill.
>>
>>145409340
>>145409973
Actually, maybe if I use that terminology you'll understand my question better. My question is and has been this whole time,
How do you implement "is a" behavior without inheritance?
>>
>>145409973
>Like what components would a Maverick have that let it be referenced as a Maverick, a Marksman, a Scout and a Thief?
First of all, why would you need to do this? This is a classic instance of the XY problem, you're asking about a theoretical solution (the one that is standard in OOP) rather than the problem itself.

>>145410005
One vertex shader, one fragment shader. For now.
>>
>>145410204
You say "X is a Y". We say "X has the traits of a Y".
>>
>>145409749
>Immediate mode is a waste of time in most cases.

Seriously. What's the last device that only supported fixed function pipeline? The first iPhone back in '07? Shit's been deprecated for a decade.

>>145409973

The problem is that you're phrasing the question wrong. You're asking how to do something the OOP way in ECS, which isn't an answerable question. I'm telling you that you would not do it the way you're describing.

Ideally you'll find a nice balance between abstraction and practicality. You can abstract your components as far as you want, for example splitting what I said into a Position and Velocity component instead. But you can also make a "Transform" component that handles position, rotation, scale, velocity, and acceleration.

So for a Maverick you could have a Class component with an enumerated type saying what class it is, and various fields like "primary attribute", "stats : [int, dex, str, luk]", whatever. Then that class can be applied to any player or entity and you simply change the "type" to "Maverick" to say it's one of those. Then you could poll all entities with classes where type == Maverick to implement logic.
>>
>>145410204

you don't. because you don't need to. "is a" behavior is simply one model that convenient for the programmer to think in terms of. you don't need an abstract "building" to create a house. you just create a house with bricks, a roof and what not.
>>
>>145410223
Okay here's the problem. How would you implement a spell that could target all thief variants?
>>
It sounds like a bad case of analysis paralysis going on in here.
Just figure out what your components need to accomplish and try to isolate them as much as is convenient to you, the developer.
There is no benevolent Java god up above you that will reward you for correctly structuring your inheritance relationships. There is only code.
>>
File: 1463171909338.png (118KB, 410x410px) Image search: [Google]
1463171909338.png
118KB, 410x410px
>>145409823
>this particular issue is outside of the scope
>ECSfags retreating from a battle they started
>>
>>145409841
If you can't figure out how to apply a texture using UV coordinates with immediate mode, do you really think you'll get far enough that changing vertices will matter?
>>
>>145410337
>>145410373
>>145410385
This still doesn't explain how you achieve the same result in your system.
>>
>>145410402

entities = World.get(Features.all(Class::class))
for(e : entities) e.type != THIEF ? return : continue;
>>
>>145410402
class MagicSpell {
boolean canTarget (Variant v) {
return v.isATheif();
}
}

Fuck OOP. Was that so hard?
>>
File: 1v1mebro.webm (2MB, 800x358px) Image search: [Google]
1v1mebro.webm
2MB, 800x358px
made it so once you agro an enemy, there soul striking point (white ball) appears, and they also spawn their weapon in, similar to how the player does with the magic effects.

Have not made the death animations yet, but I added a placeholder purple smoke puff explosion with a cube of light that vanishes representing the monsters soul vanishing.

Going to make a new enemy next that shoots projectiles.
>>
File: HighresScreenshot00007.png (1MB, 1207x574px) Image search: [Google]
HighresScreenshot00007.png
1MB, 1207x574px
Hands.

I'll have to play with the color levels in photoshop to get the skin to match.

Its tough because I create the source texture in 4096x4096, then scale down to 64x64. Makes predicting the final look impossible.
>>
>>145410569
>>145410585
How does it know to check for Maverick, Marksman, Scout and Thief if you're only checking Thief?
>>
>>145410558
There's no reason I can conceive that my immediate mode code shouldn't work but it's not and it's really pissing me off.
>>
>>145410567

you don't need an abstract building. if you want to attack all houses, then just attack all houses. you have direct access to all the data to tell you which is a house and which is a restaurant for example.
>>
>>145410515
Ah, you're just baiting.

>>145410402
>>145410567
We've told you a million times.

>>145410713
You can check for any of those if that's the desired behaviour. Christ, it's like you've never programmed before.
>>
>>145410605
Wait, so you you were just working on menus yesterday, then today you had some assets that already made people suspicious, now you have fully animated enemies with complex AI behavior?

Who do you think you are fooling dude?
>>
>>145410798
But wouldn't that mean any time you add a new thief variant you would have to go back to the spell's code and write another check for the new class? And then do the same for any other similar behaviors?
>>
File: CherubKillable.webm (3MB, 613x707px) Image search: [Google]
CherubKillable.webm
3MB, 613x707px
The cherubi are now killable and turn into nice ragdolls once dead. Also fixed a ton of things related to bullets, fu I'm gonna keep posting microprogress all day i'll just quit reposting old shit unless its relevant

>>145410605
Ooooh a fellow VR-dev. What engine? Made the art-assets yourself or? Loving the stylized look.
>>145410798
There's no point arguing here, this is not "oop vs rest general", everyone is just trolling everyone.
>>
>>145410713
class Variant {
enum Kind { Maverick, Marksman, Scout, Thief };
Kind kind;
boolean isAThief () {
return kind == Thief;
}
}
-- or --
interface Variant {
boolean isAThief ();
}
class Maverick implements Variant {
boolean isAThief () { return false; }
}
class Thief implements Variant {
boolean isAThief () { return true; }
}
-- or --
interface Variant {}
boolean isAThief (Variant v) {
return v instanceof Thief;
}


Come on man, just simplify!
>>
File: 1465785839736.png (117KB, 513x597px) Image search: [Google]
1465785839736.png
117KB, 513x597px
>>145410847
>runs at player
>complex AI behaviour
>>
whats your opinion on sfml?
>>
>>145410987
Interfacing is inheritance.
Are you basically saying the only way to achieve this behavior without inheritance is to use inheritance?
>>
>>145410798
I'm not baiting, ECS seems good for broad strokes like physics/rendering/logic, but if its not useful for things at a game logic level where the majority of a dev will be writing their code, whats the point?
>>
>>145411172
-Made by a french gorilla
-The forums are full of condescending shit-eaters including the dev
-Can't spell SFML without FML
-Nothing it does can't easily be replicated by wrapping SDL or GLFW

If you're new to C++ and want something easy then use it.
>>
>>145410984
Why are there no shadows
>>
>>145411252

the point of ECS is to not write code for every object, and let complex behavior be created from lots of simple things. write less code and handle data as data, not code.
>>
>>145410713

Ahh, good catch. Try this:

fun getClass(entity){
var classChecker = classCheckFactory.build()
var entity = entity
var class = classChecker.checkClass(entity)
var typeOfClass = class.getType()
var nameOfClass = typeOfClass.getName()
var firstLetter = nameOfClass.getFirstLetter()
var secondLetter = nameOfClass.getFirstLetter()
var thirdLetter = nameOfClass.getFirstLetter()
var fourthLetter = nameOfClass.getFirstLetter()
if(firstLetter == "M" && secondLetter == "A" && thirdLetter == "G" && fourthLetter == "E"){
typeOfClassToReturn = "MAGE"
}
}

if(typeOfClassToReturn == "MAGE"){
// this is a mage
return 0;
}
}

fun getEntityClass() {
var entities = World.getEntities();
while(entities --> 0) // while entities go to 0
{
var THECLASS = "idk"
var entity = entities.get(entities.size())
var class = getClass(entities)
if(class == 0){
THECLASS = "aMage"
}
return THECLASS
}
>>
>>145411217
Interfacing is 2-level inheritance. I'm not the component guy, but I think if you're really going to have an extremely complex system of spells that target variants, and you detest OOP, I would just have a single class for Maverick, Marksman, Thief etc. and maybe a list / bitset that tells some information about them, e.g. "is a thief?"
The main reason that's a good choice is because if you truly have a lot of variants, you're going to want to program them in a scripting language or something rather than hardcoding each class.
I do strongly believe in "handling data as data, not code" as our friend >>145411375 says
>>
>>145411308
There are baked shadows, my computer is way under VR-specc and can't upgrade until after summer, so i'm devving without dynamic shadows until then.
>>
Rogue Legacy was a successful game

People don't care about schmrixels
>>
File: 1465688234412.jpg (30KB, 720x438px) Image search: [Google]
1465688234412.jpg
30KB, 720x438px
>>145411476
Well memed, sir xD
>>
>>145410978
There are tons of ways you could avoid this. For example, while Thief is a class you could have an additional specialization. Forgive the Haskell, this is what I'm most comfortable with.
Thieves can specialize into Mavericks, Marksmen, or Scouts.
>data ThiefSpecialization = Maverick | Marksman | Scout
Warriors can specialize...
>data WarriorSpecialization = ...
Your class can be a Thief, maybe with a specialization, a Warrior, maybe with a specialization, etc.
>data Class = Thief (Maybe ThiefSpecialization) | Warrior (Maybe WarriorSpecialization) | ...
It's easy to check for a thief without needing to check specializations.
>isThief :: Class -> Bool
>isThief (Thief _) = True
>isThief _ = False

>>145411217
The issue is OOP for game objects, not OOP ever. Besides, he could have done it with an enum and a free isThief function.

>>145411252
If you want to share code between components/systems, you can do that in many ways. That's got nothing to do with structuring game objects.
>>
>>145411528
I wonder if this bait will ever stop working
>>
>>145411375
I get the concept, but if it can't handle the first scenario thrown at it then it seems pretty weak
>>
>>145411668
>game programming in Haskell
You've GOT to be memeing me right now.
>>
>>145411789
>screwdrivers can't handle rivets, therefore they are weak
Here's your reply.

>>145411825
For the sake of example. You can replicate this in other languages, it's just not as terse.
>>
>>145411172
werks for the most part
>>
>>145410685
It seems like you're doing everything possible to make this more difficult for yourself but I'm glad you're making progress anon.
>>
>>145411789
>>145411921
>inb4 le bad analogy
You're actually suggesting that ECS, where you structure game objects out of components instead of using inheritance, is bad because it doesn't solve the problem of code duplication between components.
>>
>>145410847
>complex AI behavior
anon, it took me 2 minutes to write code that makes an enemy run at and attack the player.
>>
>>145411668
>data ThiefSpecialization = Maverick | Marksman | Scout
I understand this part, but the issue is in the inheritance example Scout is a specialization of Thief, Marksman is a specialization of Scout and Maverick is a specialization of Marksman.
>>
>>145412198
It still wouldn't require going any deeper than just looking for Thief.
>data ScoutSpecialization = Marksman | Maverick
>data ThiefSpecialization = Scout (Maybe ScoutSpecialization)
>data Class = Thief (Maybe ThiefSpecialization) | ...
You wouldn't need to change isThief at all.
>>
>>145412198
>>145412350
Hopefully, you can see that it would be just as easy to write an isScout function that works for any further specialization as well.
>>
File: 1447760840496.jpg (111KB, 360x270px) Image search: [Google]
1447760840496.jpg
111KB, 360x270px
i need help from linux users here
i am on ubuntu studio, want to get into gamedev with you guys
the problem is there is no UE4, GMS or unity (well stable unity i mean). i have done my research and this is what i got so far:
>there is Godot, but using it for 3D is like using GML for 3d, which is like using source to dev
>blender game engine loves to murder the framerate, and the graphics are outdated, while armory/cycles game engine is to be released by the end of this month
>Org 3d and panda 3d are trying so hard to not be user friendly
>torque 3d is FPS orianted
>Renpy is..................well.......

i know i am asking much, but is there a 3d general game engine like unity, with user friendliness like UE4 for linux? i want to dedicate myself to an engine, but not spend my life reinventing the wheel fixing it.
what do you recommand familia?
also thank you
>>
>>145412350
It just seems from my OOP point of view that for something like this RPG class system example, which is relatively simple to implement with inheritance, requires a lot of work and doesn't seem to be easily extendable in this entity concept.
>>
>>145412646
>there is Godot, but using it for 3D is like using GML for 3d, which is like using source to dev
Whoever gave you this information is retarded.
Godot is better than GMS at 3D, however it's not as good as UE4.
Godot is probably the best 3D choice on Linux.
>>
File: screenshot.png (341KB, 600x400px) Image search: [Google]
screenshot.png
341KB, 600x400px
>>145385598
Game Name: 2D Dogfighting
Dev Name: Kirk
Tools Used: C++, SDL
Website(s): https://twitter.com/kirk_wald
Progress
+ Refactoring. Rewrote entities to use initializer lists so level design is easier
+ Some new AI tweaks. AI skill now drops a little bit when fighting a plane faster and more maneuverable, and vice versa
- Refactoring again
>>
>>145412646

Unity for linux has a stable version and beta version.

check this thread.

http://forum.unity3d.com/threads/unity-on-linux-release-notes-and-known-issues.350256
>>
>>145412950
>requires a lot of work
Yes, OOP more or less gives you this mechanism for free, *once you've already done all the other stuff*. ECS makes everything way easier at the cost of not making this specific thing free. Though I'm not sure what's "a lot of work" about what I've done...

>doesn't seem to be easily extendable
You corrected me on something pretty important, and I was able to fix it by changing two lines of code. Just imagine if you had your OOP system all set up, with Maverick, Marksman, and Scout all deriving from Thief, but then you wanted Maverick and Marksman to derive from Scout instead. Not likely to be a trivial change, eh?
>>
>>145410984
Sup familia, unity, I make only half the assets and buy the rest since only a single dev, though I do re-texture most of the stuff I buy to give it a stylized look. *I'm just crap at animation*.

I like the look of yours too even with your low quality PC. The spider skull thing is rad.
>>
File: 1460203639407.jpg (45KB, 500x225px) Image search: [Google]
1460203639407.jpg
45KB, 500x225px
So fellas, I've got this question. Making an engine + game using SFML, though the problem is API agnostic anyways. The game is going to be a little local multiplayer beat em up/hack and slash, like double dragon or River city ransom etc.

At the moment I am handling multiple input on seperate threads, so all players can press buttons and not interfere with each other. Is this the right way to do that or should all input be on one thread? pic unrelated
>>
>>145413251
>Though I'm not sure what's "a lot of work" about what I've done...
>and I was able to fix it by changing two lines of code.
Well now we've got isThief(), isScout() and presumably isMarksman(), which all need to be manually written each time you add a new level of specialization, when in my java example the classes would be on the inheritance tree and you could just use the built in "instanceof" and this could be extended further without having access to the source.
>>
>>145413559
Thanks man, UE4 here. Buying assets aren't a bad thing as long as you're honest with it. I'm just devving as a learning experience though so i'm just trying to do the one man army thing.

Used to paint my nightmares to remember them better, now I put that shit in VR and its so fun. And sp͏̡o̶o̴̧k̴̡̀y̷̶
>>
>>145412991
for example
(4chan thinks posting urls are spam so, here is one from slant website)
"Con
Slow and unadvanced 3d engine"

is it true? have anyone tried 3d in godot here?

>>145413085
checked it, seems some issues but nothing serious, other than that idle cpu usage thing
>>
>>145412646
Get Windows. You can't game dev without Windows.
>>
File: recap2016June3.png (1MB, 1420x3128px) Image search: [Google]
recap2016June3.png
1MB, 1420x3128px
~~=Test Weekly Recap=~~
We have a total of 21 games, all of which had better be in Demo Day 9. Seven games have returned from previous recaps! All this progress is great!

~~=High Scores=~~
(4) Combat ISP - CISP dev made more UI improvements with things like character icons and sound effects!
(4) [Placeholder Title] - The game with a placeholder name has added new enemies!
(4) TacticalRPG - HDGD fixed some bugs and added items!
(3) Ancient Saga
(3) Uplifted
(3) 2D Dogfighting
(2) Whimp the Bold

(Score is calculated by number of recap appearances. I only have records for the ones I've done. Provide proof of others and I can add it to your score.)

~~=Feedback=~~
Think I've missed your game? Notice the scraper has made an error? Ideas or comments? Reply to this and let me know!
>>
>>145413978
The 3D engine isn't slow, but I do agree that it's not as advanced yet. It's getting improvements after the 2.1 release later this year.

And by "unadvanced" it means PS2 era 3D. So unless you're going for some extremely high end modern 3D, Godot will work for you.
>>
>>145414309
>Provide proof of others
I think this is a bad idea for multiple reasons, but
homph.com/recap
>>
>>145412950
>>145413251
Besides, subtyping/inheritance is for polymorphism and code reuse, not taxonomy.

What if you wanted all Marksmen to be considered Scouts for this particular, contrived operation, but Scouts were to have a special method that Marksmen shouldn't have?

>>145413940
>Well now we've got isThief(), isScout() and presumably isMarksman(), which all need to be manually written each time you add a new level of specialization
Why do they need to be written? Even if you did find yourself needing to write it in a function to be reusable, it's literally three lines of code (two if you let the type get inferred!) for each!
>isScout (Thief (Maybe (Scout _))) = True
>isScout _ = False
>isMarksman (Thief (Maybe (Scout (Maybe Marksman)))) = True
>isMarksman _ = False
You could also do some metaprogramming and automatically derive an equality relation that makes "Nothing" on one match with anything on the other, so you can have one checking function to end them all. Instead of
>isScout class
you'd write
>class == Thief (Just (Scout Nothing))

>when in my java example the classes would be on the inheritance tree and you could just use the built in "instanceof" and this could be extended further without having access to the source
PS: instanceof is very improper OOP.

You're also ignoring what I've pointed out about these contrived problems: OOP makes this very particular thing easy to do, yes, but at what cost?
>>
>>145414309

better without highscores tb.h
>>
>>145413251
>>145413940
As for the second part, I'd probably have to make all the specializations interfaces, which means I'd have to manually keep track of the inheritance tree because it wouldn't really exist, which isn't ideal, but I feel that's still better and more extendable than having to add new fields and methods.
>>
>>145414309
Nice squixels, dark elf
Translators note: squixels are non-square pixels
>>
>>145414602
I'm familiar with that site, but I'm by no means willing to dig through it myself or write any code to do so.

>>145414750
If the devs participating in the recap don't want it, then I've no problem removing it, albeit I'd like see a reason. I think it adds motivation to just make game.
>>
>>145414782
>which means I'd have to manually keep track of the inheritance tree because it wouldn't really exist, which isn't ideal
Is that not what I'm doing here?
>>
File: 1442943325168.png (72KB, 700x518px) Image search: [Google]
1442943325168.png
72KB, 700x518px
>>145414485
well with time it will evolve, this is a risk i am willing to take. thank you brother, will stick with godot
>>
>>145414746
Actually, you wouldn't even need to use metaprogramming, you'd just use a type with the same structure as Maybe and you'd just implement a different equality relation on it:
>data Maybe2 a :: Nothing2 | Just2 a
>instance Eq a => Eq Maybe2 a where
>..Just2 a == Just2 a' = a == a'
>.._ == _ = True
>data Class = Thief (Maybe2 ThiefSpecialization) | ...
>>
>>145415010
One reason is it could lead to a hierarchy/egos/oldfag status. Not that theres anything wrong with being recognized as having been part of the community for a long time, but once it becomes tangible/quantifiable... or keep it and maybe that wont happen. Personally I haven't posted yet because I dont feel my progress is "worth" the recap, now that there are points attached

> t. betadev
>>
>>145415342
Class would derive Eq, of course. But this is getting a little off-topic.
>>
>>145415087
Yes, but you're having to write a things like isThief(), isScout() for every level of specialization when you could just interface and check instanceof, which, however improper it may be, is something that works and is allowed by the compiler.

Both ways work, and my stance is that there's no right or wrong here, but you stated that inheritance should not be used and you've failed to make clear the advantage of not using it.
>>
>>145415690
>you're having to write a things like isThief(), isScout() for every level of specialization
Solved that problem already :)

>you stated that inheritance should not be used and you've failed to make clear the advantage of not using it
I'd have thought this was common knowledge by now, but:
http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/
Look, this one even talks about it within the context of OOP!
https://en.wikipedia.org/wiki/Composition_over_inheritance

There's other benefits to ECS other than just not using inheritance. Separating state (components) from behaviour (systems) means that components can cleanly interact (just have a system that operates on more than one component type). You can also organize the memory layout of components in such a way that you use the cache efficiently, which can be a significant bottleneck.
>>
>>145415457
Aren't points just the number of times you've contributed? If so, then, well, anything goes as far as progress.
>>
>>145414807
>pix·el
>a minute area of illumination on a display screen, one of many from which an image is composed
Don't see anything about squares in there.
>>
File: UE4Editor_2016-06-13_22-23-25.jpg (216KB, 1258x751px) Image search: [Google]
UE4Editor_2016-06-13_22-23-25.jpg
216KB, 1258x751px
>>145385598
Game Name: Project Wingman
Dev Name: RB-D2
Tools Used: UE4, Blender
Website(s): rb-d2.tumblr.com @RB_Dev2
Progress:
+Major game refactor and overhaul on the way
+New Afterburners shaders
+New Paint scheme because why not
+ New Post Processing stuff
>>
>tfw no ideas
maybe i should hire an ideas guy
>>
>>145416069
Cool man. It took hours but I guess you did eventually answer what I thought was a pretty basic question.

I think my feedback would be for you to work on making your case without have to resort to these external links and don't use that image as an example of why OOP is bad if it's an image of one of the things OOP excels at.
>>
>>145416952
I'll give you an idea. Give me a genre.
>>
>>145417273
mmo raid
>>
File: output3.webm (2MB, 919x508px) Image search: [Google]
output3.webm
2MB, 919x508px
Guys, what do you think of my driving game?
>>
>>145417654
Bruh it's 2am, you can't be doing that
>>
>>145417654
Is it like one of those /x/ spooky games? If so, I approve
>>
>>145417581
A raid that can only be done when two different factions participate (in WoW terms : Horde + Alliance enlisting for X dungeon).

The dungeon would be somewhat huge. People are free to kill each other if they come across each party. Make it so the goal would be a final big chest protected by a boss, to access this boss you need x keys, the dungeons has y keys. Splitting the raid into various groups could be a valid solutions if you include mini-bosses too.

Thoughts?
>>
How do I properly make AI?
I've made AI a few times, but it's always just adding a bunch of code and trying to make it work. Do I make a finite state machine? How would I implement AI with that?
>>
>>145417654
make this a skinwalker game in a lone road cutting through a forest and you have guaranteed buyers.
>>
>>145417654
I fucking knew that was going to happen. Way spoopy up until then. Fargo/10

The view distance is too short though, even for a horror game
>>
>>145417973
Though if your game only has one factions you could just say 2 parties. Works too.
>>
>>145417251
>It took hours but I guess you did eventually answer what I thought was a pretty basic question.
I think that's a loaded statement, because it took a lot of back and forth, refining what was being said on both sides.

>without have to resort to these external links
They said it better than I can paraphrase it.

>don't use that image as an example of why OOP is bad
Ah, well, that wasn't me.

>if it's an image of one of the things OOP excels at
OOP only incidentally excels at taxonomy, though. You subclass in order to implement an interface while reusing code, and even then it's often better to not subclass at all and instead purely use interface classes and composition. Lucky you, if this lines up with the more abstract hierarchy you've constructed in your head.
>>
File: torpedoai-2016-06-13.png (262KB, 800x600px) Image search: [Google]
torpedoai-2016-06-13.png
262KB, 800x600px
made 2 new levels this weekend, still need 4 more to finish this world.
>>
>>145417973
sounds cool, though i was after a theme instead of mechanics :c
>>
>>145417251
>>145418371
Also, if we're talking instanceof, that's not strictly something that OOP is doing for you. It's widely considered poor OOP design, just like inheritance over composition, and is language-dependent.
>>
File: 0DjGWVW.png (71KB, 1280x800px) Image search: [Google]
0DjGWVW.png
71KB, 1280x800px
Oi, I made this a while ago and dropped it. Check it out if you want. Java / LibGDX (don't question my life choices)

https://bitbucket.org/DanilaFe/cave
>>
File: meh.webm (1MB, 1020x772px) Image search: [Google]
meh.webm
1MB, 1020x772px
First progress post. Not too much going on. I understand the code but a bit of it is heavily based off of tutorials.
>>
File: nativeres.png (2MB, 1920x1080px) Image search: [Google]
nativeres.png
2MB, 1920x1080px
>>145397758
Sucks that I went too high res on the assets and now have to scale them down. They look so much better in native res.

>>145417654
anon pls no
>>
>>145418779
Well, both C# and Java have it as an operator and it works with inheritance. It's seemingly perfect for this situation.
You keep saying it's poor practice, but you haven't backed that up with any evidence, the compiler lets me do it and even after you said you fixed you implementation it still looked less extendible.
>>
>>145400369
>https://soundcloud.com/prutte-1/sets/pantsu-harvest
cute!
u
t
e
!
>>
>>145419341
>it's poor practice
It violates the Liskov Substitution Principle, just like downcasting. In other words, you've just broken subtyping and consequently polymorphism. Now, in this case it's not REALLY an issue, because, equivalently, you could have all your classes have isThief, isScout, etc. methods that are overridden to return true by those classes. This actually decouples your taxonomy from the inheritance hierarchy, which is probably a good thing anyways.

>it still looked less extendible.
How so?
>>
>>145389819
Nice game name.
>>
>>145417976
Maybe use timers or prerequisites? Like the AI comes within a range of say '50' of the player, and normally it would attack, but since its health is below 25%, he needs to go into the 'Flee' state and run away for a few seconds before resetting back to it's default state.

You would run a script for each state. And certain behaviors will get a higher priority. You could handle this priority by giving the enemy a 'threat' variable. Certain events will add to the threat variable and the final value it gets it does whatever it's instructions for that threat level is, such as running the 'Flee' script.

I don't know, I'm not a programmer, but this is probably what I'm going to do in my game. There might be better ways.
>>
>>145417976
Are you using Unity, or something else with coroutines? Use them.
>>
>>145419709
Say we're now adding a new specialization a level down from Maverick, called Foobar.
With inheritance I can just go class Foobar extends Unit implements Maverick, Marksman, Scout, Thief
And that's that. It can now be referenced as a Foobar, Maverick, Marksman, Scout and Thief.

I don't really get your syntax, I don't know that language, but even with your
class == Thief (Just (Scout Nothing))
implementation, wouldn't you still need to edit that line to include this change?
>>
>>145394765
looks good at that size tbqh.
>>
>>145419709
>>145420427
And how does instanceof break polymorphism? Isn't that the point of polymorphism?
>>
Yo, /agdg/, we should have done an amateur game developer conference showcase this month alongside E3. Like call it /agd3/ or something.

Or maybe that's what the recaps are for. Or just posting progress in general. In fact, we pretty much have our on showcase/expos all year round anyway.
>>
>>145420887
We can showcase even less games than E3
>>
File: 06p_kubra_dam.jpg (343KB, 1500x499px) Image search: [Google]
06p_kubra_dam.jpg
343KB, 1500x499px
I want to make a survival base building game in Unreal Engine.
>>
>>145421102
Cool
>>
>>145417654
Why does the monster look like a real human bean?
>>
>>145420887
>spending this amount of time think-tanking instead of adding a new feature to your game or testing and debugging an old feature
I don't think so kiddo. Is this Amateur Ideas About Games And AGDG General? Not once, not ever. When will you learn?
>>
>>145420427
>With inheritance I can just go class Foobar extends Unit implements Maverick, Marksman, Scout, Thief
I'm assuming the Marksman part is a typo. I can actually see one thing about specializing a class (or specialized class) for the first time with the current code that could be an issue - "leaf" classes don't have Maybe in them so you'd have to go through and change all the code that talks about Maverick. To solve this, every class/specialization would need its own specialization in turn and have the Maybe *Specialization field. If the class had no specializations, the data type would be empty and you would be forced to say Nothing, or "no specialization" anyways.

Dwelling on this one issue is kind of silly, because, I reiterate, OOP makes this ONE THING super easy while making EVERYTHING ELSE a massive pain in the arse.

>I don't really get your syntax, I don't know that language, but even with your <snip> implementation, wouldn't you still need to edit that line to include this change?
No, because that line is checking for Scout. If you wanted to check for Foobar INSTEAD, yes, you'd obviously have to change it.

>>145420580
If the function asks for an A, it must work with an instance of A or any of its subclasses. If it didn't, you wouldn't be able to freely extend the existing code! Without instanceof or downcasting, this is true by construction, since all you can do is call methods and access fields of A, and all subclasses of A must have those. If you do use them, you're potentially writing code that expects certain subclasses of A while excluding others.
https://en.wikipedia.org/wiki/Liskov_substitution_principle
>>
>>145396504
>>145396185
Bullshit I asked my brother who never seen the original he instantly knew it was a person
>>
>>145403118
>>145403384
>>145403946
Reading this actually made me sad. Best of luck to you though, I guess.
>>
>>145403118
>Set up a solid ECS engine structure
>Created a clean state management system
:^)
>>
>>145421782
Thanks friend. :)
>>
>>145421816
I'm glad they're getting field tested because I have no game right now.
>>
Any way to get Digital Tutor tutorials free?
>>
What type of game should i make to practice?

i am using game maker
>>
>>145421916
cgpeers/cgpersia
>>
>>145421364
>I'm assuming the Marksman part is a typo.
Why is that? Foobar is added alongside Sharpshooter and Desperado as a Maverick class. Maverick is a specialization of Marksman, which is a specialization of Scout, which is a specialization of Thief. So Foobar has to implement them all.
>If you wanted to check for Foobar INSTEAD, yes, you'd obviously have to change it.
And that is exactly what "less extendable" means.

>If the function asks for an A, it must work with an instance of A or any of its subclasses.
Which is what instanceof does. You say instanceof Thief and you can use any Thief, Scout, Marksman or Maverick.
>>
>>145421102
Why not just mod for Ark?

Less work and more recognition.
>>
File: SpaceJamSS.png (133KB, 1920x1080px) Image search: [Google]
SpaceJamSS.png
133KB, 1920x1080px
I'm trying to do some arcade-y Star Fox-esque space segments between levels in my game. The logical step is to start with writing music for space fights, and worry about basic 3D stuff later, right?

https://soundcloud.com/jasozz/space-jam-2016-enemies-in-sight
>>
>>145418883
Reminds me of superstar saga
>>
>>145421660
Don't be sad anon! If I land this job then I'll get to move to a good west coast city with a strong indie scene and I can learn how to gamedev even better, plus I won't be struggling to pay the bills every month so I'll be able to dev stress-free. I'll make game, I swear.
>>
>>145422218
>Maverick is a specialization of Marksman
This was never the case, but it's irrelevant anyways.

>And that is exactly what "less extendable" means.
What? You'd change that exact use site where you're looking for Scout to Foobar, not anything else.

>Which is what instanceof does. You say instanceof Thief and you can use any Thief, Scout, Marksman or Maverick.
This is missing the point, but as I said LSP is not so important here because you're not doing anything that couldn't be done without instanceof, albeit in a more roundabout way.
>>
>>145403680
thank you
>>
>>145422108
https://en.m.wikipedia.org/wiki/E.V.O.:_Search_for_Eden

Remake this
>>
I'm doing a random mission generator right now, and using inheritance it kind of sucks. Would ECS be any better?

The main parts are

>What
The logic for how the mission is completed or failed

>Where
Script that sets up model objects for the mission to take place in

>Why
Mission-specific flavor content

>Who
Generic flavor for set dressing the level

>How
Special constraints

An example is:
>What: Steal a file from one computer and put it in a specific folder on another one
>Where: A hospital
>Why: A doctor won't release some test results, which a patient wants
>How: The file must be decrypted before being sent to the patients computer

So I have a generic RandomMissionWhat class, extending from that I have a MissionTemplateStealFile. Should I extend MissionTemplateStealFile and make a specific HospitalWontReleaseRecords class? I feel like this is already a clusterfuck but can't come up with another way to structure it that still fits my other needs.
>>
>>145422389
Because.... idk... that might be a good Idea.
>50gb download
Nah.
>>
Did Hopoo kill himself? Haven't heard of him since Deadbolt
>>
>>145423134
he's got a better office than you
>>
>>145422531
>This was never the case
Are you even looking at the image anymore? That has always been the case.

>You'd change that exact use site where you're looking for Scout to Foobar
With inheritance you change nothing, no matter how many new classes you add. As long as you remember to implement the whole tree.

>albeit in a more roundabout way.
I've been asking for the less roundabout non-inheritance code this whole time. That's my question. How do you do instanceof without inheritance?
>>
>>145423241
t. Hopoo
>>
>>145422930
>HospitalWontReleaseRecords class
how could that possibly deserve an entire class
>>
>>145423373
>t.
What did he mean by this?
>>
>>145422431
I like that, I feel like it could have more aggressive percussion going to give it a more action-y feel but that's just me.
Also please tell me your game has rolling that character just feels like he should roll under enemy fire or a closing door
>>
>>145421102
https://wiki.unrealengine.com/Survival_sample_game
>>
>>145423440
fugg ur sdubid :DDD
>>
>>145419940
I thought of it first! Probably gonna switch it back to heartbeat anyways, which was the name year(s) ago when it was just a concept
>>
>>145423440
thanks Hopoo
>>
>>145423664
You probably should, especially if you're gonna feature desert cult prophets on your game.
>>
>start to play a game
>realize how obviously OOP it is
Close call, but I wish I hadn't wasted my time downloading it
>>
>>145423313
>With inheritance you change nothing
If you were originally checking for Scout, but you then wanted to check for Foobar, you'd have to change that particular site either way. In the system I've laid out, it's the same way, you don't have to change any other code.

>How do you do instanceof without inheritance?
I already showed how. A superclass/interface defines a method isX that returns false. The X class overrides it to return true. If instanceof was available, you could just do it with instanceof instead.

Actually, now that I think about it, it's not technically instanceof that is the issue, it's downcasting.

This is a tangent, though.
>>
File: 1fr.jpg (31KB, 400x400px) Image search: [Google]
1fr.jpg
31KB, 400x400px
>>145423816
>>
>tfw OOP arguments remind me of the olden days
i guess we really are healing :')
>>
>>145423510
Thanks! And I haven't sprited the dodging yet, but there's at least going to be sliding. Dodge rolls would be cool too
>>
File: 1 US (You).jpg (1MB, 3840x2160px) Image search: [Google]
1 US (You).jpg
1MB, 3840x2160px
>>145423816
Here you are, sir.
>>
>>145423970
At least they're discussing gamedev instead of shitposters from months ago, honestly
>>
File: maxresdefault[1].jpg (188KB, 1920x1080px) Image search: [Google]
maxresdefault[1].jpg
188KB, 1920x1080px
Do you think it's a mistake to create a first person perspective game where the camera is inside of the player model? Where it isn't simply a floating camera with arms?
>>
>>145423395
I agree, its garbage. I wrote a whole thing about it and in the process rubber ducked it, hopefully. I wasn't letting myself be generic enough.
>>
File: ello-optimized-e8db95cb[1].jpg (102KB, 700x600px) Image search: [Google]
ello-optimized-e8db95cb[1].jpg
102KB, 700x600px
>>145423790
What a letdown

Any machine learning devs here?
>>
File: prank.jpg (13KB, 500x311px) Image search: [Google]
prank.jpg
13KB, 500x311px
>>145423816
>>
>>145424647
It's difficult to make look good, but if you want to do it, then go ahead.
>>
>>145423440
It stands for "regards" in some mud language.

It's supposed to be used for signing posts but retards have started using it to call other people names, not realizing they're calling themself whatever.
>>
>>145422930
Dude, that is textbook composition. ECS? Probably not.

Your structure is also needlessly complex. First start by decoupling logic from presentation. What and How are logic, and Where, Why, and Who are presentation. I don't see the value in separating What and How, either, and presentation has to incorporate that there is a common theme between Where, Why, and Who.
>>
>>145424647
It helps a lot for making you feel connected to the world - look at games like Mirror's Edge or Arma. Also means you don't need separate third person animations if you do it right.
>>
>>145424371
That "r*" business was horrible. The fact its completely absent now seems like it was just one person. If it was multiple people it would have been a more even decline rather than an abrupt stop. or maybe the mods did their jobs.
>>
>>145424647
No.

It can be tricky though
>>
>>145423816
How could you tell? I was playing Skyrim and thinking "This feels OOP as fuck" but I couldn't quite pinpoint it
>>
>>145424992
>It's supposed to be used for signing posts
>13. Do not use avatars or attach signatures to your posts.
i know what i'm gonna do the next timeiI see one of these
>>
>>145425149
Yeah, I agree. I would still attempt to avoid even bringing that stuff up, I like things the way they are now.
>>
>>145424992
It's pretty widely-accepted that if you just quote somebody and say t. X without anything else, you're calling them X. If you use it after a post, you're calling yourself X in self-depreciation.

t. Ylilauta pro
>>
>>145425149
Those rampages were more than one person. A lot of the focus of them was on "it's ___'s fault" where insert one of a couple names. Just trying to stir up drama by blaming someone. And then if you paid attention during bannings, certain sets of posts would get deleted and others would stay.
>>
>>145425309
>t. Ylilauta pro
Prove it. Post spurdo
>>
File: 1422539553678.jpg (32KB, 284x290px) Image search: [Google]
1422539553678.jpg
32KB, 284x290px
>>145425240
t. is no more a signature than an image is an avatar. It's repetitive and personal use that makes it against the rules.

>>145425403
>>
>>145423942
I honestly don't think you've understood me this whole time. I've made a couple of mistakes here and there and that's on me, but I think you'd still be way off course even if I hadn't.

The behavior I'm asking for is that when you check for Thief, it needs to return all instances of classes that implement Thief, Scout, Marksman and Maverick.
When you check for Scout, it needs to return all instances of classes that implement Scout, Marksman and Maverick.
When you check for Marksman, it needs to return all instances of classes that implement Marksman and Maverick.
When you check for Maverick, it needs to return all instances of classes that implement Maverick.
Your implementation doesn't do this.

>A superclass/interface
That's fucking inheritance.
>it's downcasting.
Nothing is being downcasted, so I don't see why that's an issue.

It feels like we're talking about two separate images.
I seriously just wanted to know what the ECS counterpart to polymorphism was.
I'm giving up after this post though. You either can't understand my question, or you're purposefully not understanding it and I don't think you're capable of explaining whatever you're talking about to me.
It's hasn't even been worth talking to you. I thought you'd answered it back there and I just didn't get it. But I don't even think you knew the problem you were solving.
>>
>>145425131
>It helps a lot for making you feel connected to the world
Fuck that, it always made me feel LESS connected to the world because it reminded me that theres a 3d model representing me in game, whereas invisible legs you forget about the border between you and the game world because theres nothing there to remind you.
>>
File: Screenshot_2016-06-07-21-33-28.png (71KB, 1080x1920px) Image search: [Google]
Screenshot_2016-06-07-21-33-28.png
71KB, 1080x1920px
Shitty meme game capitalist money generator has been released on android

soon to plague IOS

https://play.google.com/store/apps/details?id=com.SKStudios.DonaldJump

hopefully this makes enough money to liek make a good game
>>
>>145425498
>Your implementation doesn't do this.
Yes, it does. Well, it does insofar as it's a mechanism for checking if something is an X, where X can have specializations, without having to know about these specializations (i.e. the specializations can be changed without changing code that only wants X). Obviously if I'm not using inheritance of game objects at all, I can't literally replicate the behaviour of instanceof.

>It feels like we're talking about two separate images.
The instanceof stuff is all an aside.

>It's hasn't even been worth talking to you. I thought you'd answered it back there and I just didn't get it. But I don't even think you knew the problem you were solving.
Yeouch.
>>
>>145425496
Okay, I submit to your superior shitposting prowess
>>
>>145425746
Er, the instanceof with relation to LSP stuff is an aside.
>>
>>145425128
I appreciate the reply. Ive heard of separating logic and presentation in an MVC context but hadn't thought about it here.
>>
>>145425939
It's not really related to the software design version of it. It's more that gameplay is gameplay, no matter the art style or theme.
>>
File: Aniso.png (875KB, 1280x720px) Image search: [Google]
Aniso.png
875KB, 1280x720px
>>145385598
Game Name: Ctesiphon
Dev Name: Stomy
Website: stomygame.tumblr.com
Tools Used: Java, LibGDX, GtkRadiant, Blender
Progress:
+ Added anisotropic filtering
+ Another interiors pass over Outskirts level
- Played too much Doom 4
>>
File: enhanced-7150-1423515361-16[1].png (301KB, 625x634px) Image search: [Google]
enhanced-7150-1423515361-16[1].png
301KB, 625x634px
I unironically want to learn neural networking so I can have an AI that alerts me whenever a new meme comes out
>>
>>145426220
>tfw want AI to reach the point of being believably human so someone can make a bank robbery simulator where you have to deal with negotiators and calm down hostages
>>
>>145425746
>Yeouch.
I just mean that I still don't understand why I should stop using inheritance altogether. So what was the point of the last 5 hours?
>>
>>145426220
>kuma bear
>bear bear
>>
>>145426220
>enhanced....png
>image for ants
fff
>>
>>145426457
You said that already and I provided some reading resources for you.
>>
>>145426437
if ai ever gets to that point somebody's gonna make a game that markets itself as asymmetrical multiplayer but you're actually just playing against a robot that you think is a person
>>
>>145426716
The personal blog post from one person and the Wikipedia page that listed drawbacks?
Regardless, no matter what text I go read, there's still this example, where it seems you can't get by without using inheritance.
>>
>>145426983
>still this example, where it seems you can't get by without using inheritance
For fuck's sake, I've given you a perfectly viable alternative.
>>
Just one question, how would you make a game without OOP? I don't see how it's possible
>>
>>145426437
>calm down hostages
That doesn't sound like a fun videogame tbqf
Swat 2
>>
>>145427147
You've only given an alternative that uses inheritance.
>>
>>145427518
Where?

Also, the issue isn't "stop using inheritance altogether", it's "stop using inheritance for game objects".
>>
>>145427691
Basically this. Inheritance itself is not necessarily bad, but using it for game objects complicates your code, and, in many cases, making it more difficult to expand later on.

Or at least that's what I've found through personal experince.

i'm just trying to contribute to civil discussion, don't kill me
>>
>>145427282
Functional Programming.
Basically all the functions that do things, such as moving a character, doing an attack, etc, are not inside of the character's class. The characters are just data structures that represent everything about the character, position, health, stats, etc.
Functional programming is easier to debug because there is just one function that does a thing, you know exactly what it's doing and exactly what its able to manipulate.
>>
>>145428172
>Inheritance itself is not necessarily bad
Although in general I'd still get used to using composition, so that when the time comes (and it will come) where inheritance is simply not appropriate, you'll be able to use composition instead of shoehorning your code to work with inheritance.

>>145428283
You described procedural programming, not functional programming.
>>
>>145428405
Oh alright. I don't actually know anything about any programming paradigm, I was just talking out of my ass.
>>
>>145428581
You shouldn't have replied in the first place, he's a troll.
>>
>>145428623
For asking how a game could be made without OOP? I'm sorry if that's a common troll here but I learned OOP in school and it was just fine. I've never heard of it being bad and especially for games how would you make a game without OOP?
>>
> tfw don't even know what OOP is
I thought it was just making instances of objects, so the programming is oriented around these objects.
>>
>>145429387
That's exactly what it is.
>>
>>145429536
Gamemaker is literally all about that though.
>>
>>145429034
I don't understand how someone can be so indoctrinated that they actually, unironically ask "how can you make X without OOP".
>>
>>145429620
>>145429536

Isn't OOP also associating functions (methods) with the object? So while game maker (iirc) has a function that says check_contact(o1, o2) etc, in OOP that would be
object.isColliding(otherobject)
>>
>>145429620
GM objects are not OO objects.
>>
>>145429387
Polymorphism, inheritance, encapsulation
>>
>>145426437
>wants a game so realistic that it can help him practice for real life bank robberies
just get into the financial industry.
>>
>>145430027
I just want to live out the fantasy in a safe space, there's nothing wrong with that.
>>
>>145380616

I recognise that ground tile from a pixel art tutorial.
>>
>>145429746
Yes.

>>145430018
Are common in OOP code, but it's not OO if your code isn't oriented around using objects (have fields and methods).
>>
>>145430141
isn't there already plenty of games for that? monaco, payday, new GTA has a thing for it.
>>
File: fuckfuckfuckfuckfuck.png (225KB, 475x354px) Image search: [Google]
fuckfuckfuckfuckfuck.png
225KB, 475x354px
If you guys had a big budget for your game and needed to have a voice actor/normal actor provide a voice, who would you pick? And what type of game would they be in?
>>
>>145430510
>If you guys had a big budget for your game and needed to have a voice actor/normal actor provide a voice, who would you pick?
someone who can actually act, fits the character and is affordable. you're not seriously gonna shit away your budget on an actor are you?
>>
>>145430510
That would come in the other order. The only reason to hire a big name is to get returns on that big name. So you'd match the actor with the game/demographic, ie Patrick Stewart instead of a basketball player in Oblivion.

But, because you asked, Paul F Tompkins for a Douglas Adams inspired next-gen (like not just rehashing scumm mechanics) adventure point-n-click.
>>
File: 52554382_p0.jpg (92KB, 804x1239px) Image search: [Google]
52554382_p0.jpg
92KB, 804x1239px
>tfw no good anime to watch
Recommend me some SoL /agdg/
>>
>>145431041
>SoL
My recommendation would be suicide
>>
>>145430708
I might
>>
>>145431041
watch Redline(2009)
the effects are pretty rad.
>>
>>145431225
>Genres
>Cars,Sports
That's fucking gay >>>/y/
>>
>>145431492
I don't like racing or car stuff either but it's kinda like a ghost in the shell/akira kinda movie. pretty good.
>>
>>145399556
How are you doing 3D? WebGL/three? Some other library? Your own engine from scratch?

>>145389819
I remember your question in /wdg/ about multiple canvases. Did you ever find a solution to your problem?
>>
>>145434463
>I remember your question in /wdg/ about multiple canvases. Did you ever find a solution to your problem?
Working on it, mainly worried about UI atm
>>
File: womenAreFuckingRetarded.png (333KB, 812x914px) Image search: [Google]
womenAreFuckingRetarded.png
333KB, 812x914px
someone please settle this once and for all, the other anons in this thread have disagreed.

Which water looks superior?
>>
>>145434749
2nd one matches the rest of the graphics
>>
>>145434749
If you want to make a game with intentionally low-quality meme graphics, top.

If you want to make a game with a cohesive art style, bottom.
>>
>>145434749

top
>>
File: gay.png (971KB, 853x965px) Image search: [Google]
gay.png
971KB, 853x965px
>>145431492
>Redline
>Gay

apparently there was a redline mobile app but it was shit. someone should do better job. hint hint
>>
>>145430510
Japanese ones. Western VA are shit.
>>
>>145435137
herro rinda, it's rovery to finarry meet you.
>>
Ideaguy here, a VN in the anime style where the awkward male MC has to choose from a number of girls who like him, each with their different style
>>
>>145436260
get back to the drawing board.
>>
>>145418871
Hopeful "bump". No one has anything to say about former progress? Source code's open too
>>
>>145436545
>java
Not gonna fall for such an obvious troll sorry
>>
>>145436545
Just post a gif or webm like a normal person.
>>
>>145436770
Oops, sorry, let me do that real quick.
>>
Okay I'm starting to get my shaders working, but I'm just wondering, why is using shaders and abandoning hundreds of GL functions that do things like coloring, matrix manipulations, for you, considered preferable?
>>
>>145430320
That would literally make every programming language that isn't forth or APL, considered "OOP".
Which is untrue, and if it were, then the classification of "OOP" would be completely meaningless. Do your research next time, please.
Even languages like Rust have concepts of fields and methods and Rust is hardly OOP, and should be more considered functional if you had to put it into a paradigm.
>>
>successfully ignoring every OOP/anti-OOP thing in the past couple days
Okay fine you fucking autists. Spell it out for me. Why do I care, what's wrong with it, what's right with it, what are the alternatives, what's right with them, what's wrong with them.
>>
>>145437362
It's a meme you dip.
>>
File: pirate adult with sword.jpg (56KB, 430x800px) Image search: [Google]
pirate adult with sword.jpg
56KB, 430x800px
>>145437362
Avast me hearty! The difference be the OOP bucko's aren't virgins to the craft of game making!
>>
>the relentless OOP shitposting has driven some to believe themselves to be actual pirates
This doesn't surprise me. The mental gymnastics involved in managing a large OOPs project takes an extreme toll on the spirit.
>>
Keep chasing the dream guys. If you think it is bad, you at least created something you can think about. You change the world everyday you sit down and record, draw, write, model or just yell at your self for not figuring out how to make something work.
>>
>>145437815
Thanks, inspirational anon
>>
File: 1463528946244.png (567KB, 690x518px) Image search: [Google]
1463528946244.png
567KB, 690x518px
>>145437362
>what's wrong with it
Inheritance trees are usually not necessary and cause the programming to over-design their code. Implementing to interfaces can be a better idea but a big tree of relationships is usually not necessary and overcomplicated.
Even if it wasn't overcomplicated, OOP usually takes up a lot more memory because each object has to be independently allocated, plus some space for the vtable where calls to overriden methods can be located. Thus the more you design in an OOP-way, the more overhead you introduce.
Of course, video game development can often benefit from OOP inheritance trees, because of how most games are structured, which is why games are one of the places OOP might belong.
Alternatives include functional program and data driven design.
These are nice because they simplify data a lot, however it's not always as abstract as an OOP design.
Parametric polymorphism and otherwise strong type system beat OOP in overhead as they are usually zero-cost (see: Rust), and they also eliminate a lot of bugs (null doesn't exist). Also data driven design can help you design your program such that objects are neatly packed, which can let the L2 cache speed up RAM access a lot (RAM is usually the bottleneck), and stop fragmentation.
Also, procedural programming is usually a lot more straightforward than complicated OOP inheritance messes.

Of course all of the above is completely theoretical and if you can just sit down and make a game in OOP then that alone is worth a lot more than any bullshit I have to say about OOP alternatives.
>>
>its an anti-oopfag episode
>>
>>145434463
It's simple raycasting, some would call it pseudo 3D. It's the technique they've used in Wolfenstein 3D for example. The best read on the subject is:
http://permadi.com/1996/05/ray-casting-tutorial-table-of-contents/

I'm not entirely implementing his idea, but the basics are the same. If you are interested in web game dev, you might be interested in Opera's raycasting tutorial. It's very interesting, since instead of using a canvas, he creates multiple divs and edits their properties on the fly. There are also some JSs on Github if you want to create something like this, but I've basically wrote mine from scratch.
>>
File: 1416547895132.jpg (17KB, 640x480px) Image search: [Google]
1416547895132.jpg
17KB, 640x480px
>>145437815
>>
File: shops.jpg (68KB, 849x389px) Image search: [Google]
shops.jpg
68KB, 849x389px
well, presumably shops work but I have no way to display their contents right now

I have significant regrets not using UMG (but I have no regrets abandoning slate. fuck slate)
>>
>>145418421
Hope to see it at DD.
>>
wheres your space game
>>
File: output.webm (3MB, 676x490px) Image search: [Google]
output.webm
3MB, 676x490px
Finally converted the damned webm. What ffmpeg options do you people use?

>>145436770
>>
Is it okay to have tons of state machines?

Like I have a boss with a state machine for whether or not he's an enemy or an ally, then another state machine for what attack he's currently doing. Is stuff like this considered okay?
>>
>>145438687
use coroutines instead
>>
>>145438919
Please elaborate
>>
>>145437815
I actually wondered about these issues on the tram this morning after some long and sleepless days spent with devving. Thanks for making me smile.
>>
File: g.webm (3MB, 984x596px) Image search: [Google]
g.webm
3MB, 984x596px
The "wind" meshes now disappear when their associated limbs are gone. I should probably make it harder for the player to glide with missing limbs; someone who actually knows how to design levels could get mileage out of it.
>>
>>145439401
> when you're a pro tier dev but waste your talents remaking a game nobody cared about and will net you $0
>>
>>145438651
I use OBS for recording and Webm For Retards to convert
>>
>>145439446
He can just change the character and it's all good.
>>
File: spacejam_2.webm (145KB, 1009x751px) Image search: [Google]
spacejam_2.webm
145KB, 1009x751px
I promised progress last night and I am here to deliver.

Space strategy game.
>>
>>145439446

Not everything in life is about money. Unless you have no money.
>>
>>145439446

Thank you for the compliment, but wait until the next demo before calling my game pro-tier. It's E3, remember that visuals can lie.

>>145438651

I use webm for bakas, but your game's visuals shouldn't be that taxing on the file size. I wonder what gives.

>>145434749

Top looks like a student's indie game, bottom looks like the GOTY of 1994.

>>145439648

Looks neat, but what is it for? I'm presuming the circles are planets, right?
>>
>>145439446
What if someone enjoys devving games just for the sake of it? Besides "nobody" is an overstatement since he clearly cares about it
>>
File: Capture.png (63KB, 1680x1049px) Image search: [Google]
Capture.png
63KB, 1680x1049px
>>145385598
Game Name: Frogs Life (working title)
Dev Name: Nasty Old Wizard
Tools Used: GM:S
Website(s): /agdg/
Progress:
+neat new menu screen
+added the ability to go into houses
+day night cycle
>>
>>145439878

I'm not selfless enough for that. I just think I'll get more press from a sequel than I would from a spiritual successor. The Plok developers' previous game, Equinox, got a fan successor in the form of Lumo. It flew under the radar; would it have gotten more attention if it was "Solstice 3"?
>>
File: 1454913958006.jpg (61KB, 465x620px) Image search: [Google]
1454913958006.jpg
61KB, 465x620px
>drink large cup of coffee so I can dev all night
>only makes me sleepier
>>
>>145440463
i've always had this reaction to caffeine.
sugar is better.
>>
>>145403946
The site looks good imho. I've just noticed the gallery link under every recap entry. May I ask how do you keep that updated?

I assume you're changing it a lot in the meantime, but a few days ago I think I saw that recent recaps were also there, but now it's "only" May again.

A collab page would be nice, so people don't have to shill here every few days if they want to coop with someone. If you don't want to have a submit form for this (which is understandable), maybe next to the weekly recap, there could be a weekly collab billboard post also. Or just maybe an extra addition to the weekly recap would be also nice. Like after the + and - part some mentioning what they might need help with, what asset or music or code they would need to complete their game.
>>
>>145438919
Basically coroutines are computer program components that generalize subroutines for nonpreemptive multitasking, by allowing multiple entry points for suspending and resuming execution at certain locations.
>>
>>145440594
>>145440463
>not adderall

cum on step it up
>>
File: Minard.png (671KB, 2003x955px) Image search: [Google]
Minard.png
671KB, 2003x955px
What kind of weird shit do you end up learning about that has dubious connection to gamedev, but kind of is connected?

I started looking into the works of this guy Edward Tufte, who's some kind of modern prophet of data display I guess. Kind of interesting stuff, and a big part underlying games is essentially presenting data to the player.

>A map of the Napoleon's Grande Armée's advance and retreat into Russia.
>The graphic impressively manages to depict 6 different sets of data: latitude, longitude, direction of movement, time, temperature, and size of the army.
(not a tufte graphic but related)
>>
>>145441141
hard drugs for dev is just pathetic
>>
>>145440463
>>145440594

sugar makes my bipolar even worse
>>
>>145441436
What is a "hard" drug exactly?
>>
>>145441526
Not alcohol, alcohol is legal. Stuff like pot and LSD.
>>
File: intro.png (656KB, 999x666px) Image search: [Google]
intro.png
656KB, 999x666px
>>145385598
Game Name: Deeplinks
Dev Name: Vestigialdev
Tools Used: Unity
Website(s): vestigialdevelopment.com
Progress:
+ Starting on random mission generator
>>
>>145441436
this
if you need adderall to dev you might as well be doing your homework instead
>>
File: 1443846631965.jpg (42KB, 720x405px) Image search: [Google]
1443846631965.jpg
42KB, 720x405px
>>145441624
>not sure if satirical
>>
>>145441297
That sounds cool.

Maybe it's not the same as your case, but when I started devving, I didn't know that it'll be all about trigonometry and vectors. I don't mind tho.
>>
>>145414309
>>145441632
>>
Why are there so many trap wannabe devs and why none of them have any games?
>>
>>145441526
https://en.wikipedia.org/wiki/Drug_harmfulness
>>
>>145442157
in the 4 or 5 generals I frequent, none of them related, they're asking the same question
>>
>>145441714
That's excellent. I'm not a huge fan of trig but linear algebra is my jam. I think it's a real shame that it gets the shaft in favor of calc in late hs/early college.
>>
Anyone have anything on level design? Stuck on figuring out how to set up a platformer level.
>>
File: gamedev.png (382KB, 700x359px) Image search: [Google]
gamedev.png
382KB, 700x359px
Friendly reminder. https://www.youtube.com/watch?v=zd-dqUuvLk4
>>
File: speech-bubble.png (91KB, 1023x768px) Image search: [Google]
speech-bubble.png
91KB, 1023x768px
>>145385598
Game Name: Zero Quest
Dev Name: Anonymous
Tools Used: GM:S
Website(s): http://zeroquest.tumblr.com
Progress:
+ Replaced yucky old dialogue box things with speech bubbles
+ Made a few more animations, this time for when you're selecting a target for a skill (so like, 'thinking' animations)
+ Refactoring code and renaming tons of resources (because I can't stand that sort of thing)
- Very little other progress because I've been lazy / feel like I need to spend more time on game design instead of just randomly implementing things
>>
>>145442764
That is one uguu skull.
>>
File: 1446767651263.png (78KB, 1280x924px) Image search: [Google]
1446767651263.png
78KB, 1280x924px
>>145442235
>amphetamine not even that high on the list
>confusing nicotine and tobacco in 2016

It's really not that much different then taking caffeine to dev, you've just let DARE trolling get to you.

The people who decide this shit are borderline retarded anyway.
>>
>>145443478
everything that charts you shouldnt touch.
caffeine doesnt even chart.
>>
>>145443478
>"Social harm score"
What a legit graph you've got there

sage
>>
>>145443651
That's goolum's chart fampai
>>
>>145443651
?
>>
>>145443651
>it has the word 'score'
>two significant digits
>1.5 to 2.9
I don't know bro seems pretty legit to me, maybe you don't do science
>>
>>145403154
you can thread normally in unity, learn c# multithreading

the only thing you can't do is API calls, those must be on the main thread
>>
File: tufte disgusted.png (176KB, 640x344px) Image search: [Google]
tufte disgusted.png
176KB, 640x344px
>>145443478
delete this
>>
>>145406804
>he thinks greentext is a meme

you are the summer
>>
File: disgust.jpg (9KB, 260x194px) Image search: [Google]
disgust.jpg
9KB, 260x194px
> cut "devs"
>>
now a girl is truly no one
>>
>>145406804
>he doesn't know the "who are you quoting" meme
>>
>>145444108
2meta4me
>>
>>145444215
Welcome back.
>>
>>145444263
>>145444143
>>145406804
frogtexting is banned on /vg/
>>
File: Game 2016-06-14 02-50-36-64.webm (421KB, 1152x648px) Image search: [Google]
Game 2016-06-14 02-50-36-64.webm
421KB, 1152x648px
cute health bar yeah or no

im not sure about the half heart thing
>>
spurdo x smugfrog crossover when?

>>145444451
Whats the difference between a broken heart and a small one?
>>
>>145444556
small heart is empty, it's just to show what the maximum is
>>
>>145444451
> I want to fucking kill myself, and make it herby!
>>
>>145444556
spurdo is pedo crossed with smug
>>
>>145444636
Hang on let me consult the chart
>>145426220

Really though how hard would it be to build a machine learning algo that could spot memes?
>>
>>145444451
I'M SO HAPPY TO SEE THIS GAME AGAIN
>>
>>145438109
Oh cool thanks.
>>
>>145445042
THANKS!
>>
>>145444729
very, because the target is horribly ill-defined. But don't worry, if you knew little enough to ask that, you had no ability to actually make one if it was possible.
>>
is there anything to machine learning for real? I keep seeing it talked about but is it just a meme? or is the future of gamedev training AIs instead of writing them?
>>
>>145445187
If it can be trained to spot stopsigns why couldn't it be trained to spot pepe?
>>
>>145446134
Machine learning has already done neat stuff with visuals, at least. See: Deep Dream
>>
>>145446234
oh, no, that's trivial as hell. I thought you/he meant like feeding "OOP vs FP kek" in and getting "it's meming" out, or detecting emergent memery
>>
I don't know where else to ask this question but what program do you guys use to downscale images?
Paint is shit.
>>
>>145446357
how would a bot know if I'm memeing ironically or for real?
>>
File: basic_shop.webm (2MB, 1307x646px) Image search: [Google]
basic_shop.webm
2MB, 1307x646px
I have like... half of shops done. I can sell and identify items from each player's inventory. I have all the items to buy generated, I just have to write the UI to display them and buy, which should be pretty easy. I have to do the Learn Skills section too which is just displaying a bunch of dialog options, so also pretty easy. But man, manually writing all the hitboxes/draw calls from scratch for every single menu screen is painful. I probably won't bother to fix it until I do a full rewrite though (where I'll fix the overlapping text on smaller resolutions, etc).

I have some smaller fixes to do for the shops too, like this is a weapon shop so it only sells weapons. It should also only accept weapons when selling/identifying. Stuff like that.
>>
>>145371919
game devs. I'm typing this quickly so sorry if it doesn't mean anything and seems retarded.
I need something quick to work on for audio. I have an assignment due in about 9 weeks where I have to do sound for a client.
Here is my soundcloud with a few examples of what I have done in the past couple months.
https://soundcloud.com/christopherterrence-audio/sets
>>
>>145446592
Try Paint.net or Gimp. I use the former.
>>
>>145446765
Thanks. Looks like I'll be using Gimp. Paint.net needs Win7.
>>
>>145446695
Lots of noticable clipping with Cyber City, but you seem good at picking sounds that go well together
>>
>>145446695

Why would you look like that.
>>
>>145446979
>Lots of noticable clipping with Cyber City
Yeah, I was originally going for that kinda style when working on it but when it came time to sync up with the other two tracks (dynamicly changing soundtrack game) it ended up being overboard.
Thanks for even listening, if I had to personally pick a song I want someone to hear, I'd say 'go to the tracks page and scroll down to 'Actually Good', that's my favourite.'

What I'm really looking to do is build a world, all in the while, doing some pretty crazy stuff in the recording process. I have some really high end gear at my disposal that I'd like to take advantage of before I have to leave it behind at the end of the year.
>>
>>145447101
when they would look like a delicious trap instead? I agree.
>>
>>145447164
>dynamicly changing soundtrack game
What game? I'm working on a hacking game that has some musics already, but no sound design like menu beepbloops or ambient filler stuff in between when music is playing
>>
>>145414309
Why is Knightly Terrors never listed on the high score?
It's been in every recap since you began, I think.
>>
brb recursion
>>
>>145447273
I honestly forget the name because it hasn't been released yet. The dev's were waiting on an animators and modellers work for one of the themes but have been having trouble getting their content so it's in dev hell atm.
It's just an endless runner where the main idea of it is that you can stop and look at things in the 3D world, when you close in on something, it shows who worked on that thing with the why and how.
I'd upload you my demo version but it doesn't even run...
If you want to look at my approach to it, I also do this.
https://christopherterrence.wordpress.com/

>>145447171
>when they would look like a delicious trap instead?
I get this a lot. I honestly used to have major issues about that sort of thing about 5 years ago but then things happened and I stopped caring.
Sorry, I've started to blog :/
>>
>increase score by not finishing a game
Rethink these mechanics lads
>>
>>145447729
DLC

>>145447720
DJSirGivesUpAlot held my attention and I never ever listen to metal. Are you on the AGDG audiofriends soundcloud?
>>
>>145447994
>AGDG audiofriends soundcloud
Never heard of it, I'll try to find it now.
>>
>>145439806
>>145439806
>Top looks like a student's indie game, bottom looks like the GOTY of 1994.

what did he mean by this
>>
>>145385598
Game Name: Idol Comm@nder
Dev Name: SquareDev
Tools Used: Unity, Blender, Visual Sudio
Website(s): squarede.itch.io
Progress:
+ Combo system
+ Rating system
+ Improved song track generation and management
+ Bunny blinks and dances
- E3 is slowing down progress
- Haven't implemented interaction between bunny's dance and player performance yet
- still no music or sfx
>>
>>145371919
>Free audio section in OP
>no link to AGDG soundcloud group
Whoever makes the new OP has one job
>>
New Thread

>>145448290
>>145448290
>>145448290
>>145448290
>>
>>145448307
>squarede.itch.io
FIX IT
>>
>>145448379
Shit.
Too late now.

brb killing myself.
>>
>>145448307
>idol comm@nder

o rly
>>
>>145448512
fug now I see it
>>
File: scorpion_render.png (101KB, 640x480px) Image search: [Google]
scorpion_render.png
101KB, 640x480px
Modeled and textured this today. About to start animating. Thoughts?
>>
>>145450126
arachnophobic/10

also new thread>>145448349
Thread posts: 776
Thread images: 157


[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.