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/agdg/ - amateur game dev general

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Thread replies: 792
Thread images: 124

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Comfy Space Inspo Edition.

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

> Next Game Jam (Space)
https://itch.io/jam/agdg-space-jam
Collab: http://pastebin.com/NEPv0pPC

Helpful Links: http://tools.aggydaggy.com/
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/
Haxe: http://haxeflixel.com/
LÖVE: https://love2d.org/
UE4: https://www.unrealengine.com/what-is-unreal-engine-4
Unity: https://unity3d.com/
Xenko: https://xenko.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/
>>
>C++ on a one-man project
Just say outright that ever finishing a game is a scary thought to you.
>>
>>146470754
If not C++, then what?
C#? Python? Something else?
I honestly have no idea where to start
>>
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>>146470618
>>
>>146470852
They're memeing you. C++ is literally the best place to start and only gamemaker nodevs think otherwise. C++ is the industry standard and extremely versatile for any project.
>>
>>146470852
Any higher-level language will do. Choose the fastest tool for the job. Choosing a low-level one is asking to never finish anything.
>>
>>146471039
>gamemaker nodevs
You engine devs will never stop shitting up the thread will you?
>>
>>146471039
>>146471051
Oh, C++ it is then
Thanks lads
>>
>>146470754
>>146471051
Stop perpetuating this dumb meme. C++ is not a "low-level language"
>>
>>146471039
>C++ is the industry standard and
BECAUSE THE INDUSTRY MAKES TRIPLE-A 3D GAMES WHERE THEY NEED TO SQUEEZE OUT EVERY BIT OF PERFORMANCE AND CAN SPEND THE MAN-HOURS TO DO IT. NEITHER OF THOSE ARE TRUE FOR INDIE GAMES
>>
>>146470754
Wait a minute, where's your game?
>>
>>146471121
Quoting for truth. Seriously, learning C++ is great for understanding how computers actually work but if you're working on a team with a single digit number of people you're not gonna get fuck-all done in a reasonable amount of time.

I learned on C++ and I'm saying it's a bad idea.
>>
Reminder that Godot is C++ and MIT open source.
You have no excuse for trying to make your own one man engine when you could just be using Godot.
>>
>>146471339
Listen to this guy.

If you want to make a game, then pick up GM or Unity or a scripting language. If you want to develop an engine and want to have a better understanding on computer science then go for C++ with SDL.
>>
>>146470852
If you want to learn programming while you learn gamedev use monodevelop and c#, it provides access to the graphical and other tools as well but you have the option to decide whether or not to use it.
If you want to just make games I suggest game maker and shaun Spauldings tutorials.
If you want to makes games in 3D theres. Unity and UE4, if you have a relatively old computer use unity, otherwise use UE4 it has a graphical programming tool to make programming easier.
>>
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it's not something great, but it's something
>>
>>146471451
>using an engine that is so NIH that they made their own scripting language
>>
>>146471472
>Blueprints make programming easier
>>
>>146471113
It's relative, friend. C++ is most certainly lower level than GML and higher level than assembly or machine language.
>>
>>146471567
Easier than purely using C++ in UE4
>>
>>146471460
>>146471339
>>146471121
It's best to start with the basics. It makes it much simpler when you inevitably run into the limitations of a pre-made engine.
>>
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Managed to get the boss movement a little less erratically.

He will spin in a random direction when shooting the laser.

Also the shield will deflect damage and prevent damage.
(Next step is to add a bar to show if the shield is overheated)
>>
>>146471840
How do you do that projectile deflection? Looks really cool.
>>
>>146470754
C++ with a premade engine is OK, engine deving in order to make a game with C++ is retarded
>>
>>146472449
Can you explain why without using memes?
>>
>>146472290
That didn't require any work at all. Comes built in with Unity's physic / collider system.
>>
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Planning on finishing up a few more pieces then releasing this shit for AGDG devs to sell on a marketplace somewhere.
>>
>>146472723
Looks nice
>>
>>146472723
nice rocks bro
>>
Best way to handle movements and collisions for a 2d top down game in GM;S?

I've been using Box2D so far but I realized I should probably not use that and code my own collision/movement code.
>>
>>146470754
What makes it so hard to finish games using C++?
>>
>>146473043
not knowing how to program at all like 90% of AGDG
>>
>>146472536
Creating an engine from scratch is time consuming (for a 1MA) and you'll surely waste more time working on the engine than working on the game itself (especially if you wanna create a 3D game engine).

Also there is no point rewriting another engine when you can get the same shit using something that already exists.
>>
>>146473043
Writing all the engine features you need including data tools by yourself.
>>
>>146472864
Are you having problems with box2d? I wouldnt change systems without a compelling reason.
>>
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Who /spacejam/ here?
>>
>>146473236
It's time consuming but it's nice having so much control over your project. You'll never know another engine as well as you know your own.

>Also there is no point rewriting another engine when you can get the same shit using something that already exists

Skill building.
>>
>>146473043
Ignore all shitters getting triggered by c++.
They whine about never finishing a game with it while dropping GM & Unity Project #3232423432 every day.

In the long-term it's the best way to finish a game, and no language is going to replace it anytime soon.
>>
>>146473472
Not specifically but it wasn't my choice to pick it. I followed HB's RPG tutorial series and he went with it for his tutorial game but I'm 99% sure he decided to use this because he didn't want to teach us how to code our own collision code considering it's taught in his paid lesson.

His words were "we'll use physics for this course because it's faster". I know that wasn't the real reason.
>>
>>146471641
don't fear the pointer.
>>
>>146473554
Ive noticed amateur devs tend to overestimate the importance of skill building for making games. Its fine if your goal is something else though.
>>
>>146473043
rolling a custom asset pipeline and engine architecture is a progress killer for the uninitiated
>>
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How difficult is it to transition from unity to unreal?

I'd consider myself a good programmer and I mostly program with C# at the moment. I know C++ as well but I haven't got much experience with pointers (I get the idea behind them, just haven't written any programs with them) and I haven't used C++ in like 2 years at all.

How similar is the workflow between unity and unreal?
>>
>>146473679
It might have been faster to implement which is rather important for games. Dont worry about it right now and maybe reconsider after working on necessary features.
>>
>>146473893
Rumour has it you need to learn a replacement for the standard library just so you can interface with blueprints friendly code, or something of the sort

Thank you Chinese owned Epic games!
>>
>>146473893
I didn't find it difficult at all.

Epic put out tutorials specifically aimed at ex-Unity users so you could check them out.
Don't prejudge blueprints, they are useful.
>>
>>146473828
>custom asset pipeline

Just make all your assets global.
>>
>>146470950
why does the planet look that shitty?
>>
some guy on /v/ made a thread about remaking mighty no. 9 in GM and some people there are willing to help him
the idea is to slap Comcept in the face with a free game that is equal/better to their half-product
thoughts? you can search thread on /v/
>>
>>146474035
STL is not suitable for games, every serious dev uses an optimized or custom standard library
>>
>>146474158
>thoughts?
it's not going to get past the name/logo

And if it does, godspeed on /v/ agreeing which MMX to rip off.
>>
>>146474158
Watching the Digital Foundry videos on MM9 is just fucking depressing.

How can gamedevs have that little pride in their work
>>
>>146474232
>just install boost
People who shit on STL have never actually sat down and realized why it's good.
And the ISO specifically pick features they like from custom libraries and add to it.
>>
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>>146474232
got any performance tests to back that up?
>>
>>146474158
Let me roughly paraphrase my friend moot on this one:

"Any community or project held together by spite is not going to last long"
>>
Is any tool useful for game dev on sale now at Steam?
>>
>>146474592
I think there is rpg maker on sale.
>>
As someone who didn't really follow Mighty No 9 closely and just vaguely heard that it was a major failure, can someone explain what happened? I'm kinda curious.
(I'm glad I didn't give them my money back then. Though, well, I also gave Armikrog $45 and I'm too scared to even download the game after all the - apparently justified - backlash it's gotten.)
>>
>all this programming elitism
>none of you has produced any software of worth
>you're wasting it all on shitty pixely games
How does it feel being the king of mount shit?
>>
>>146474919
>elitism
don't fear the pointer. and for the record, don't make a 600 case switch statement; one of the 6 million reasons undertale is terribly crafted
>>
>>146475064
How does one even write something like that? Its sort of impressive in its own way.
>>
>>146475150
I fear for you anon.
>>
>>146475064
hey man if it works it works and it worked out for him big time.
>>
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>>146474919
>complains about elitism
>shits on my pixels
>>
What's the best way to handle hit detection by fast moving objects in Unity?
Currently I've simply attached a box collider on my characters sword and just check whether it has collided with the enemy colliders during the attack animation. The problem is the sword attack animation is quite fast and sometimes it triggers only when the sword has gone through the enemy collider and sometimes it works perfectly. Any ideas?
>>
>>146475064
Undertale has a 600 case switch? How in the fuck did he even manage that?
>>
>>146475276
easy, invisible hitbox.
>>
>>146474919
This anime >>146475241 is right. You're part of mount shit, anon.
>>
>>146475276
why not just raycast?
>>
>>146475218
artless detritus

>>146475276
ever played street fighter?
>>
>>146474907
It's a relatively simple game which received lods of emone on kickstarter and was delayed several times
'Make them cry like an anime fan on prom night', a quote from their most recent trailer, made 99% of their already angry audience even madder
The graphics are lacklustre (even for UE3) yet it struggles to maintain 60fps on current gen consoles, getting locked to 40fps in areas with reflections, with graphics options which literally do nothing.
>>
>>146475276
are you using continuous dynamic detection?
>>
>>146475204
My last job had me take over systems built like that and convert them into proper OOP. Though I've never encountered a switch statement that large.

>>146475276
You can try using continuous dynamic option on the rigidbody or using some kind of raycast/capsule cast etc. I would probably do the former and make sure that your physics step is fairly high (probably 60+). Raycasting is more difficult to tweak or make special shapes.
>>
It's way too hot to dev ;_;
Guess I'll focus on idea guy'ing and conceptualizing things to add to my game for today.
>>
reminder to never black shill media and be wary of "publishers"
>>
>>146474592
gamemaker studio is 50 percent off right now, just picked it up
>>
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>>146474387
>boost
>gamedev

a game standard library needs to be small and fast, not big and bloated

>>146474389
http://msinilo.pl/blog/?p=668
>>
>>146475628
>2010
>>
What's the best music making program for someone who knows nothing about music?
>>
>>146475690
standard STL isn't getting younger
>>
>>146475714
An internet browser which you use to find a musicbro who works for free
>>
>>146475276
Oh yeah I don't know if you know this or not but just in case you should generally make sure that you are using a trigger for this kind of thing. A rigidbody is also necessary for mving objects and generally should be continuous dynamic for fast moving objects. IsKinimatic property is also important but I forget which option you will need so read the tooltip.

>>146475619
None of this would have happened if he just added the 1000 year old loli protagonist like I told him. Let this be a lesson to everyone.
>>
>>146475736
Your chart isn't even c11.
>>
>>146475751
I don't want to depend on other people.
>>
>>146475628
so where and when do you use a hash map?

>>146475796
musician for 10 years, give me ideas and I'll give you a 60 second midi
>>
>>146475796
Then buy a recorder or something and start practicing.
>>
>>146475882
cute and peppy, lighthearted but relatively fast beat.
>>
>>146475945
so like cheerleading? what kind of picture do you want me to paint?
>>
>>146475762
So I have to add a rigidbody for every single bone in the enemy model armature and the sword?
>>
>>146476018
A sunny sky and field of flowers with a couple of men buttfucking.
>>
>>146476064
HITBOXES
I
T
B
O
X
E
S
>>
What's the C++ equivalent for Linux? Is it Java?

I heard that Starbound runs better than Terraria even though it looks more detailed because it's running C++, where as Terraria was coded in C#.

I just finished testing both Terraria and Cave Story+ and Terraria runs at slowmo on the lowest settings, while Cave Story runs at a higher resolution with prettier graphics and yet it runs almost silk-smooth. Was Cave Story+ also programmed in C++?
>>
>>146476018
>>146476080 This except the final part.
>>
>>146476064
No, you should probably only add one rigidbody at the root of the character heirarchy and one at the root of the weapon heirarchy. The rigidbodies take into account all children colliders. I don't remember exactly how child rigidbodies function so the one on the sword might not even be necessary if its a child of the character.
>>
>>146476209
The C++ equivalent for Linux is C++
>>
>>146476209
>What's the C++ equivalent for Linux?
What did he mean by this?
>>
>>146476018
>>146475945
https://www.youtube.com/watch?v=cRz1GZjhvB8
or
https://www.youtube.com/watch?v=CRyLJej2sRs
>>
>>146476209
Cave Story was programmed in C++ and was made to have very low system requirements because Pixel designed it to be reminiscent of older games (that is, games that were already old ten years ago).
>>
>his engine's code isn't entirely generated by the compiler
>>
>>146476314
C++ is owned by Visual Studio/Microsoft or whatever? Sorry I'm not a programmer, but I want to be one so I need to choose the right one first. I want learn a language that will give my game the best performance across as many systems/PCs/consoles as possible to make porting easier.
>>
>>146476209
C++ was literally made using UNIX.
>>
>>146476434
Thanks, C++ ist is then. How much do you need to pay microsoft to use it though? I wish it was free to use.
>>
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>C++ is owned by Visual Studio
>>
>>146476482
No, C++ is owned by Apple. You are thinking of C.
>>
>>146476434
i think the reason was that he developed on windows 98 and DirectX 7

>>146476482
that is the most wrong information about C++ that could probably exist
>>
>>146476386
Yeah kinda like that.
>>
>>146476482
No it's not. You're thinking of C#
>>
>>146476518
Hold up, then why does everyone who uses C++ or support it here get name called as being a 'Microsoft cuck?' or sucking micro$oft's dick? If they don't own it then why are people calling them those names?
>>
>>146476386
nope

>>146476243
too homo

>>146476080
not homo enough

I need a vision you fags
>>
>this thread

C++ is an ISO standardized language and everyone can implement compilers for it you idiots
>>
>>146467716
thanks
>>146463187
it is, but i am not using any navmesh, since as far as i know they only work for 2d movement on the ground
>>
How expensive are function calls on singletons? I have the option of calling a getter on a singleton every frame, or calling it once and saving the value.
>>
>>146476667
You're thinking of C#
>>
>>146476749
>i can use the call to function once per game
>i can also use the call to function every frame
>which one do i choose
>>
>>146476849
Just didn't know if the amount of power from calling that function is negligible or something to worry about.
>>
>>146476597
So you have to pay apple then? That sucks even more, do they get to mess with your code or can you do whatever you want? Why don't they make languages open source/free. Such a fucking hassle to do anything. Gotta get permission from this company, then that company. Then when you make your game you have to pay them for the rest of your life or cough up the entire dough. Like shit, why does Maya or Zbrush cost a like ten thousand dollars? Why can't we get it free now, and then when we get successful we can start paying them when we actually have money. It's like anythign you want to do cost 20x as much as you're going to make and then you're in debt for trying to make money. like wtf who came up with this system.
>>
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>>146476682
There. The kind of music that would fit this scene.
>>
>>146476757
Don't worry about it. Instead worry about the poor design choice you have made by creating a singleton. If you are using Unity you sort of get a pass because it lacks decent DP support

Though to answer your question it depends on the singleton implementation but should generally be negligible outside of multithreading or tight loops like you'd find in pathfinders.

>>146476682
Fine, you unimaginative fuck. The balls are also touching.
>>
>>146476904
yeah, it is negligible, but the less the better
in this case, it's probably better to just write those 4 bytes to memory than to use 500000 clock ticks per game
>>
>>146476981
Unity doesn't support double penetration? What a shit engine.
>>
damn it >>146476981 is supposed to quote >>146476749

>>146477052
i clearly have had to much to drink
>>
If you want to get into programming, it doesn't fucking matter what language you start with since you're going to be learning multiple languages anyways. You will also have multiple moments where you realize you're doing shit wrong, and these are unavoidable.

Most of the fundamentals you SHOULD be learning to start off with are universal anyways.

I first learned how to program using basic on a TI-83 calculator over 10 years ago. Then I took a visual basic class in high school. I was programming for years before I started working with anything that was "industry standard", yet the lessons I learned during that time were still valuable.

Think of it like learning to play a musical instrument. Starting out, you're not learning instrument specific things, you're just learning general music theory that can be applied to any instrument. The instrument you're using is just the tool to practice what you learn.

Programmer elitists can fuck right off. There is no superior language, there is only the right language for the job. When it comes to starting out, anything that's relatively simple is best, which is any high level language.

Thank you and good day.
>>
>>146475064
>>146475293

As someone who still new to programming, I'm stuck in a situation where I have a massive switch statement.

The only way I found to make menu creation easier was to make a class for menus, which contains a vector of buttons. But because each button had to handle totally different things from taking input to assign controls, to saving the game, to changing your graphics settings, I just gave every button an identifier and use a switch statement to take that button to the proper function.

How should this be handled instead?
>>
>>146478502
nice blogpost but wheres ur game
>>
>>146478502
thank you
>>
>>146478776
The buttons can each be an interface and you put the logic in the implementer. Another option is that the button is a class and the implementation is in a component of the button.

However, for small menus the switch statement is usually efficient for you man hours. Just make sure to keep an eye on it and refactor before it starts to get out of hand. If you find yourself making a lot of these menus, or copy pasting code from this one then that is a strong sign that it is time to refactor.

Depending on your setup the interface or component model will also help you make new menus faster, but I tend to recommend avoiding doing work based on conjecture about future things you might do.
>>
How do you prevent pirates from running your game by just double clicking the executable?

I want to to at least give Russian crackers a run for their money.
>>
>>146478502
this.

and I'm not even a programmer, so that's saying something. What he said also applies to art and game design. You can't expect to become the best by only drawing on lined college paper with a pencil. You gotta learn stuff like anatomy, light/shadow, techniques, and other mediums like painting traditionally on canvas, painting digitally in Krita, or sketching naked people in a classroom.
>>
>>146479778
>i agree on an opinion about a thing I have no knowledge of
artists are the worst.
>>
>>146479759
Steam integration.
Pray that Steam doesn't ever die.
>>
>>146479904
Steam cracks have been a thing for a long time anon.
don't fight piracy, embrace it.
>>
>>146479904
What about non-steam games?
>>
What's better for vidya, Python or C. I can't decide between the two.
>>
>>146479824
I have some knowledge of programming, although not enough to call myself a programmer. I've tried out languages like DarkBASIC, GML, and a few tutorials/lessons on C++, so I have some, not a lot, but just enough experience to get a basic idea on programming.
>>
>>146480065
Neither.
>>
>>146480052
>non-steam games
hah, nice joke anon. Steam is the ONLY place to release games.
>>
>>146480007
>don't fight piracy, embrace it.
is there a way to do this while still making money? like if I could go out on the street and give away $20 to some random anon, how can I do it so that I can get $40 to $60 back while still obeying the laws of physics/mathematics?
>>
>>146480117
Why neither?
>>
>>146480249
gog and greenman gaming and gamersgate.

also the apple store.
>>
>>146480249
Not porn games
>>
>>146480364
Also itch.io
>>
Any good/AAA Linux-exclusive games? Or is there no such thing?

Would there be an advantage to making a Linux-only game?
>>
>>146480451
>Would there be an advantage to making a Linux-only game?
Literally none
Linux is so useless you may as well ignore it and only release on PC and Mac
>>
>>146480451
>Good Linux exclusive

For real anon?
>>
>>146480321
C++ is preferred over C for games these days. Python is not used for games except for simple things like visual novels.
>>
>>146480265
It's not a new idea anon.
Make a good game people want to spend money on to support you making more.
>good
Be generous with content and if the game permits, give a means for the community to keep your game alive.

We're actually in an ironically sad but good situation. Whereas the normal amount of content/$ is lower than it used to be. So doing the normal thing of the best is above and beyond by today which will be good for your fans.

Make them like you and your game and you'll make it.
Also poking fun at pirate copies is always good.
>>
>>146480451
>Linux-exclusive games
That would be the most retarded thing.
Windows-exclusive games are also stupid. If you're game isn't multi-platform you should not be making that game.
>>
>>146480451
No. Make it cross-platform
>>
>>146480592
normal thing of the past in content is above*
>>
>>146476926
oh for fucks sake, let me save you drowning anon
c++ is an open standard, you have a variety of compilers to choose from, some of which or proprietary. Visual Studio is Microsoft's flavor and in house c++ IDE/Compiler and they own c#, an object oriented variant made to run on their .NET platform (which is developed on Visual Studio)
Apple has Xcode as their IDE and use LLVM, Clang, and gcc for their c++ support as well as having "Objective-C", which is their Object oriented solution.
tl;dr you are not going to pay money to a company to write code for their platform, and if you are really worried, use gcc + codeblocks
>>
>>146480558
/dpt/ could argue for hours that C is better than C++, but I digress. How powerful is python? I've heard it's slow.
>>
>>146480687
/g/ is riddled with Ritchie and stallmanites so their opinion is pretty shit.
but good information and learnings can be found in the shitposting
>>
>>146474060
Source?
>>
>>146480451
think of your sales this way

if you could make 100 000 on PC
you could make maybe 10 000 on mac
and, on a good day, 10 on linux
>>
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Spaceship Decapitation progress.

Impacts now cause a glowing or molten metal effect that fades to charring. This was a bit harder to implement than expected and may cause unforeseen performance hits in the future, but for now it looks pretty sick. It'll look even better with new damage sprites and a ship you guys aren't sick of seeing.

This is probably the last hull/damage VFX I will work on before focusing on pure gameplay.
>>
>>146480828
Hasn't Linux been more relevant than OSX these days?
>>
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>>146478502
This Man speaks the truth
>>
>>146480802
https://docs.unrealengine.com/latest/INT/GettingStarted/FromUnity/
>>
>>146480996
where's the punchline?
>>
>>146480897
This is what freetards want you to believe
The amount of normie students owning macs is already more than the linux userbase.
>>
>>146481093
your ass
>>
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>>146481093
rape
>>
>>146481152
No I mean, Linux relevancy in games vs OSX.
>>
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HAHAHAHA
>>
>>146481215
Not really
Linux still has much less steam games than osx
>>
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>>146481010
Thanks
>>
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>>146481263
>>
>>146480894

Needs tweaking but looks very nice so far.
>>
>>146481263
>i made a post on reddit and then screencapped myself

Also I passed over a lot of RPGM games on the steamssale because they all look like the same shit.
>>
>>146481367
>>146481263
He's not wrong (see LISA) but why the fuck are you on reddit? Actually why the fuck don't you stay there instead of coming here?
>>
>>146480778
My question still is: is python slow and suitable for game development?
>>
>>146480687
Python is so slow that its makers recommend moving performance critical code to other programming languages.
>>
>>146481367
I wanna stick it in her
>>
>>146481508
Citation please
>>
>>146481508
Python is either a stepping-stone language or a scripting language.
But as a scripting language, I'd prefer lua or even throwing some functional flavor in.

If you're new to programming, like its syntax/whatever. Then sure stay with it, just be prepared to switch when you want to take on something more than arcade games.
>>
>>146481660
dumb
>>146481486
>>
>>146481589
she's not real, anon
>>
>>146479759
learn anti debugging tricks (e.g. the outputdebug trick for ollydbg, magic bytes to mess code interpretation...), and get gud at asm :^)
>>
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>>146481589
>>146481957
She is now
>>
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>>146478502
this is patently untrue, different languages have different levels of difficulty for beginners due to their complexity, lack of complexity (you cannot transition easily from high level to systems without relearning a bunch of stuff for example) or lack of documentation or support

and different paradigms are more useful to learn than others, C style is more applicable to learn than functional for example, more languages and more engines/libs etc use C style

and that is why C is great to start with, it's simple because it's old, it forces you to learn low level concepts that other languages hide from you, and it has 40 years of support and documentation, and it is the most widely applicable since nearly everything is based on it
>>
>working on a lewd game
>tfw it's nothing but panty shots because you are obsessed with them

i have failed
>>
Post instructional/interesting/cool gamedev related videos/lectures/interviews etc
>>
>>146482087
I've been watching carmack stuff.
His lighting one is interesting.
https://www.youtube.com/watch?v=IyUgHPs86XM

Watching his gear VR thing and him sperging out on Lisp.
>>
>>146482075
How old are you to get aroused by panty shots?
>>
>>146482075
>failed
Japs love that shit though.
And I think a western take on their lewd stuff would be neat.
>>
>>146482226
post it

for research purposes of course
>>
Pardon, without going into details too much, if one wants to have an economy that actually reacts to player's actions, purchases, and such, what are some good resources and research to look up for how to do that without it being terrible?
>>
>>146482372
never post a picture more interesting than your text
>>
>>146482201
Only old people are allowed to be aroused by panty shots?
>>
TIL return {} (or any ctor) doesn't do copying when the function is called in an initialization statement, and neither does MyFunction({}) with it's argument
>>
>>146482006
This webm isn't hot once you see how ugly her face is
>>
>>146482372
Playing Runescape.
But The Guild is probably the game you're looking for.
>>
>>146474158
Not going to happen. Last time I joined one of those 70% of the team left within a week
>>
>>146482526
>Asian
Impossible
>>
>>146481367
>make a korean character
>design her to be white
>>
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>>146482526
The webm is still hot, you just have to imagine her face looks like this.
>>
>>146482201
>his dick is so broken that he needs to watch BLACKED to get off
>>
>>146482673
my fetish is the opposite. White girls (hell, any foreigners actually) acting like cute Asian girls turn me on way more than it should.
>>
>>146482764
Nice projection kiddo
>>
>>146482372
Link the items in the game to items on the world of warcraft auction house and then get your prices from there
>>
>>146471528
>NIH
what is that? seriously interested
>>
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>>146482764
>his dick isn't so broken that it has looped back around from only being able to get off to gay asphyxiation scat threesomes and now he can only get off to women in parkas
>>
So what does this mean for UK-devs or Euro-devs in terms of gamedev? Are there going to be any major changes that will affect European gamedev? Any devs here affected by what's going on and what's about to happen within the next couple years?
>>
>>146482974
>>146482974
https://en.wikipedia.org/wiki/Not_invented_here
>>
>>146482993
Post full version pls dammit, I need to see those boots.
>>
>>146482998
The bureaucracy is going to be so slow and fucked nothing will happen for atleast a decade.
>>
>>146471451
Oh shit, and I just switched to Linux gamedev. Hell yeah. Haven't even downloaded Godot yet, but I was already planning on using it. Just makes my decision even more correct.
>>
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>>146482993
Fishtail parka + leggings are god tier. Every time I walk to uni I mentally photograph all of the women who subscribe to this fashion meme so I can jerk off to them later.
>>
>>146482974
Short for "Not Invented Here", an illness where a programmer feels like he has to write everything himself even when mature libraries for that exact task exists and comes up with excuses for why rewriting it is a good choice.

For a prime example see Jonny Blow, who wrote his own serialization format for The Witness. The rest of his clique (Tommy Refenes and Casey Muratori) also suffer from it.

Tbh enginedeving in itself is pretty NIH-symptomy but when it comes to that there is usually at least some real improvement you can make for your own workflow. But creating a new scripting language instead of using an established one just ensures you're gonna lose 90% of your potential audience.
>>
>>146482998
Probably nothing
>>
>>146483250
Why is serialization exploring bad?
>>
>>146483250
>creating a new scripting language instead of using an established one just ensures you're gonna lose 90% of your potential audience.
What does that have to do with people buying the game though? How many of them care which version of scripting you use as long as the game works?
>>
>>146483250
people like that are really only into game development for the programming challenges it brings, they don't give a shit about designing or playing games
>>
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are you cool /agdg/?
>>
Post cool hand gun designs.
>>
>>146482998
I'm not from Europe but the yen gaining and our stocks plummeting might force me to get part time work.
>>
>>146483605
I don't get it
>>
>>146471339
C is more low level, but either C or C++ is better than very high level languages like python or java which hide all the stupid mistakes you make.
>>
>>146483605
>macros
>cool
>>
>>146483728
C_STYLE_FORMATTING_
_LIKE_THIS
ANNOYS_ALOT_OF_PEOPLE

But it's more towards Java.
>>
>>146483415
It's a waste of time.

>>146483503
I'm talking about Godot. It would be more popular among devs if it didn't use some abominable Python imitation and instead used a language with real support. By making their own language they're committing to supporting both an engine and a programming language, which is definitely more than you should realistically do. Every other engine that has had its own language has dropped it later (UnrealScript, UnityScript, etc.) because the people using it hate using it and the people making it hate making it. Rolling your own might seem like a good solution because it's easier to get started implementing compared to figuring out how to synchronize state with a third party language, but in the long run using an established solution pays off because you don't also have to be a language designer in addition to an engine programmer.
>>
>>146471451
That's no big deal if you're making games as a hobby.
>>
>>146483880
>It's a waste of time.
.wads pretty much jumpstarted pc modding though.

I think more people should explore it since compression has pretty much stopped.
>>
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Partially implemented a lock-on system. There's problems both with transitioning in and out of locking on, since the normal camera position is determined by a position on a circle and the locked-on position isn't. I'll need to figure out how to convert coordinates relative to a target into a position on a circle, since that should fix it.

Also with moving too close to the target, which is just a case of stopping the player from getting too close.
>>
>>146483625
why would you put a battery that powers the gun on the front of your gun
it's supposed to look like a scope or sights or something but it just looks fucking retarded holy shit
>>
>>146483978
https://en.wikipedia.org/wiki/Spherical_coordinate_system
>>
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Does anyone know what's up with mouse dev?
>>
>>146483880
>UnityScript
Unity has not dropped support for it. All the JS babbies would have too big of a tantrum. Its also not any more different from JS than Unity's version of C# is from real C# (which are basically just cases of Unity not implementing a bunch of features and intentionally leaving some things broken).
>>
>>146483978
looks cute
>>
>>146484214
RIP mousedev, he had nice pixel art and great 3D models.
>>
>>146470950
>tradestar midas

what is this?
>>
>>146484367
>RIP
Why? Did he just vanish? Or said that he is going to put it aside?
>>
Where to get free ascii art?
>>
>>146483978
those shadows and ground textures look amazing. when do you think this will be released?
>>
>>146484940
make a program that does it for you.
>>
>>146484923
He's dead buddy. Something about a shooting in florida.
>>
>>146484923
Poor guy was lost in Orlando.
>>
>>146483625
I suggest you check pinterest then batch download entire boards with jdownloader. It's what I do.
>>
>>146484940
http://picascii.com/
>>
Know what I hate? When devs, not just here, make awesome prototypes, systems, etc then abandon them for whatever reason (get new idea, have no idea on how to make it into a game, abandon gamedev altogether).
If you're going to abandon it at least put it online for other people to use. Even just as copyrighted reference material.
>>
>>146484993

I don't know. I'm hoping for a demo day release, but if the lock-on is going to be this much of a pain, I might wait for the next one.
>>
>>146485273
where can i download your prototypes?
>>
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Could I get some criticism please?

This guy here's supposed to appear for a single second in a jump-scare scene in my horror adventure game. I don't know how to make him more disturbing.. Any ideas?
>>
>>146485442
dont resort to shitty scare tactics and make an honestly unsettling environment instead.
>>
>>146475241
MIXELS
>>
>>146485404
I haven't abandoned any of them yet
Also I doubt I've made anything worth copying/stealing/studying

But yeah I think I'll upload them somewhere eventually, even if just for backup.
>>
>>146485273
Step it up, son. You don't need all that garbage. Any decent game dev can just look at a few screenshot thumbnails, reading the autistic whining of another dev, and steal his entire game just like that no problem. In fact, I am stealing your game as I type this. Done. Stolen.

>>146485442
Add some screen shake and smear jam all over the screen.
>>
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Does anyone know what's up with slipstream dev?
>>
>>146485273
If I'm going to abandon something I'm going to do what I want with it.
>>
>>146485497
I understand why you told me this... This'll be the only jumpscare of the whole game, promise. The context will be similar to that scene of 'Pikachu on Acid' (https://youtu.be/X5Izm1LQfw4?t=82).
>>
>>146485715
Well it's a big shame. All that talent gone to waste.
>>
>>146485689
zika
>>
>>146485543
Reminder that while mixels should be avoided they have been used ever since the SNES era to do various effects without pouring a lot of labor into it.

>>146485689
RIP
>>
>>146485689
>he doesn't know
Dude...he got killed.
Guy was living in a shithole.
>>
>>146485689
lives in the middle of nowhere, south america so has very sparse internet with which to update progress; he's probably still working
>>
>>146485689
there was a picture of him posted online partying with his kickstarter dosh and then he committed suicide
>>
>>146485689
He will give keys soon I'm sure of it
>>
When 3D modelling is using boolean modifiers bad?
>>
http://hastebin.com/usixefotop.coffee

Can someone tell me what's wrong with this quadtree? I got the code from: http://gamedevelopment.tutsplus.com/tutorials/quick-tip-use-quadtrees-to-detect-likely-collisions-in-2d-space--gamedev-374

When I create it, I use the edges of the game world as the boundaries. I'm trying to use it with my bullets, but they don't collide with anything, and the framerate plummets.
>>
>>146486993
Someone fix the SQL
>>
ITS HAPPENING! I'm actually starting to dev! This is fantastic!

What is this weird feeling though?
>>
>>146486993
oops, i meant to post this somewhere else
>>
So who here invested in gold and is rich now?
>>
>>146487379
I invested in gamedev
>>
>>146485689
he is looking at anime girls while he sleeps
>>
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>>146485759
it looks like a cuddly hairball
the needles(?) look soft and flexible. plain goat eyes aren't evil.the mouth is just a mouth if everything else isn't scary.
>>
I must try harder!
>>
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>>146487074
Impending doom.

Be prepared to hit a wall.
>>
>>146487074
Anon, didn't you know that 100% of gamedevs die?
Gamedev is a dangerous thing.
>>
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>>146487975
>>146487884

S-say it aint true!
>>
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finally getting around to making farming in 4 directions, lord give me the strength to sift through this spaghetti and come out with something that works.
>>
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>>146475293
>>146475064
>>146475150
It's not so bad, just holds all strings in the game.
This is code from the demo
>>
>>146488224
>all strings in the game
oh thats fine then
>>
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Working on some optimization.

>>146487804
That's the spirit, Anon!
>>
>>146482535
The guild is more what I'm looking for for research material, thanks. Anything else you'd recommend?
>>
So godot and gamemaker are both good, or does one of them has something better than the other?
>>
>>146488891
godot has better royalty-free and open-source
>>
>>146488891
They're both good. They have differences but the differences are mostly just personal preference. Like the language they use and the differences in how things are organized.
Godot does have better 3D capabilities than GM though.
>>
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>>146486771
Anyone? Fuckloads of bullets on screen at once are an important part of my game, but this framerate is killing it.
>>
>>146488856
I like the Anno series a whole lot.
1404 is a good starting place.

Also not as in depth by any means, but I think Stronghold has a really good foundation to improve upon.
But it's main problem is:
Let's do this->to do this->to do this->to do this
And after a while you just spam lumberjacks and cooks to get your population up.
But I think it can be adjusted.
>>
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>he's not making an engine in assembly
>>
>>146489247
Sorry, I'm too busy making a game for that.
>>
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Texturing dead astronaut.
>>
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>>146489535
good spook
>>
>>146489535
What about your Waverace clone?
>>
>>146489247
I don't have Chris Sawyer's autism.
>>
>>146488856
The patrician series, it's basically just a trade/economy sim with that exact feature.
>>
>>146489247
Teach me assembly senpai
>>
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>implicit conversion to bool
>>
what am I fucking doing
>>
>>146489910
WHAT THE FUCK ARE YOU DOING
>>
>>146489247
have fun rewriting the whole engine for every platform
>>
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what game engine works well with blender?
>>
>>146489910
>what am I fucking doing
What did he mean by this?
>>
>>146489910
>>146489963
What the fuck are we doing?
>>
>>146489963
What the fuck is he doing
>>
>>146488224
I've been working on dialog and cobbling together an engine but after seeing this and knowing it worked I'm severely tempted to do it despite it being horrible.
>>
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>>146490008
>>
>>146490008
C++
>>
>>146490008
blender game engine maybe
>>
>>146489640

I am still working on it I swear! no, seriously, I did not drop it
>>
>>146490008
The one where you stop being a furfag/scalefag.
>>
>>146490008
Shrek3D
>>
Holy fuggin shit, is the space jam really still like a fucking month away?

Why do you fartholes put these things so far out?
>>
>Carmack focusing on mobile VR because muh adoption rates and niche market
It's a shame he's a corporate drone now.
>>
>>146490252
Maybe because we want to work on our regular games too.
>>
>>146490252
>one week to shitpost
>one week to shitpost while dreading the jam
>one week to actually begin working
>one week to realize you haven't started and it's hopeless
>and then the next two-three days to blogpost
>>
>>146490252
Because not everone browses here every week. So you have to annouce it early for those who don't come here every day to see, and also to have time to get ready. If you want a jam RIGHT NOW why don't you just make one?
>>
>>146490330
The last thing I want to do after getting excited about a jam idea is to wait a million years for it.

The better solution is just to have like twice as many jams, like one jam per month, and then people can just skip the ones they aren't interested in to continue working on their other games.
>>
>>146490563
t. nodev
Also nobody is forcing you NOT to start working on it right now.
>>
>>146490563
This
>>146490693
Get to work and make a better game than everyone else
>>
>>146490693
The fun of the jam is everyone working concurrently, seeing everyone's games progress side by side.

That's the whole reason people do jams with groups of people. It's a fun community activity.
>>
>>146490008
Godot.
>>
>>146490008
Unity has blender import support. Not sure about UE4 though.
Nice model
>>
>>146490907
You know what else is fun? Making a fucking game.
>implying you have a game
>implying you have any intention to participate in the jam
>>
>>146490907
Let's start our space jam game you and me pal. We can work concurently and suck each other's dicks
>>
>>146491057
I'll work you concurrently.
>>
>>146490263
Did you see him at E3.
That dumb autist should have been locked up in Romero's cellar, to slave away under strict guidance by someone who understands fun.
>>
>>146490998
I participated in your mother's jam, you nodev alien fuck.
>>
>>146490916
>>146490937
cheers. ill check them both out.

>>146490127
too dumb to learn c++
>>
>>146491194
I'm serious by the way. If you want to start the space jam game now I'll start mine too
>>
>>146491204
Yeah, after watching the id history thing it's pretty sad how fast things fell apart after Romero left. Carmack was naive enough to think he could maintain innovation every game cycle on tech side instead of just polishing what they had.
>>
>>146491279
btw Godot has a "Better Collada" export addon for Blender. Which improves the collada export and makes it works nicely with Godot.
>>
>>146490008
that will look really good in engine

tumblr?
>>
>>146490008
>all those tris
Ha! Good luck animating it!
>>
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>>146474158
After playing through MN9 I thought I could make a more ___fun__ megaman-like game.
So I've got the programmer on board to try make one in a month or so.
>>
>>146491867
BUILD THE WALL
REMOVE THE FURRIES
>>
>>146490563
then start on your jam game already.

not everyone is able to sink many hours a day during the "official" two weeks.
>>
>>146491867
Youve made the same post like 5 times now. Post something new or shut up.
>>
>>146491867
Why is your character both a dog and a young boy? Have you considered dropping the odd dog angle and making your character a normal, relatable human?

Thanks.
>>
>>146491309
sorry, I have too much on my plate to start at the moment. but if I do i'll post.
>>
>>146473679
you are stupid, detecting collision is easy, solving it is a nightmare, you'll have your character get stuck in that one pixel corner of the ground/wall depending on which collision you solve first (horizontal or vertical), then you have some weird bugs that aren't logical but somehow it happens because you can't predict every outcome of your algorithm, and never ever think about stacking more than two objects on each other and solving that collision.
so unless you're only making some point click or strategy game, you better stick with the box2d because you'll find yourself reinventing the wheel each time a bug pop up
>>
>>146492071
I don't only want to start, I want the event to start, so the fun community event can happen and I can see all the cool games.

Why are people acting like jams are just some kind of excuse to make a game? The fun is the whole experience. Could it be that they are neverjammed nodevs?
>>
>>146491867
I want to fuck this animal.
>>
>>146492440
>>146492440
>I can see all the cool games
FUCK OFF NODEV
>>
>>146491475
i dont have one sorry. i wanted to try 3d modelling and rigging a go. i didnt really have anything planned for it but i wouldnt mind making a game with a qt lizard grill

>>146491752
ill make sure ill reduce them the next model!
>>
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>>146492091
I think that's the second time I've posted that one, but before it had no underwear and some of the timing was off. I'm just waking up and seeing how HUD stuff looks on the screen resolution we've settled on.
>>
Let's say I want to make doom/quake/dook3D clone, as in 2.5D FPS

Where do I start?
>>
>>146492590
No, YOU fuck off, neverjammed.
>>
>>146492783
So you admit you're a nodev. Cool.
I have participated to every Jam since I started devving btw. I can link my itch.io if you want.
>>
>>146492703
http://fabiensanglard.net
>>
>>146492703
Probably best off using a true 3D engine like Unity and using flat sprites that always angle their front to the player.
>>
>>146489148
I don't know anymore than you really, but I sort my physics objects by their x value and then only check for collision against objects within a certain range, in the case of this pseudo-code, 5 in either direction on the x axis. I've never heard of a quadtree so maybe that's much faster but this works for me so it might be worth a try. Though by the sounds of it you're objects are moving a lot more than mine.

Also try adding a variable to your objects to keep track of which have been checked. If object A has already checked for collision with object B, then there's no need to check object B for collision with object A.
>>
>>146492703
probably the literal open source quake engine.
>>
>>146492896
The only nodev here is you, neverjammed. You're not fooling anyone. Just fuck off already and also accept that more frequent jams with quicker firing times is objectively the path AGDG should take.
>>
>>146493161
Ok shitposter.
>>
>>146492703
Doom source ports like zdoom have DECORATE and ACS scripting, you can do really cool stuff with it. Like Donkey Kong Country for example:
https://www.youtube.com/watch?v=4HNIGb6iqKU
>>
Speaking of space jam, would a game about exploring an alien planet be allowed?
>>
>>146493465
no one is speaking of space jam, anon
>>
So can I learn both C# and Unity at the same time?
>>
>>146493556
you and I aren't we?
>>
>>146493560
sure, having a specific use-case for learning a programming language might even be helpful
>>
>>146493712
this is text, hombre
>>
>>146493465
no, it wouldn't.

An alien PLANET isn't space anymore. you're literally only allowed to make games about spaceships, can't you tell from the OP picture?
>>
>>146493847
btfo
>>
File: RollPuffSmoke.webm (968KB, 620x458px) Image search: [Google]
RollPuffSmoke.webm
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Added puff smoke effects for each movement input when boku rolls around.

when you push another object the code makes the smoke grow, and even change color depending on the color of the cube.
>>
>>146494580
I don't get it. That smoke looks like it's doing everything by itself.
>>
>people getting pedantic about a fucking umbrella theme
Can you all just kill yourselves please.
You're worse than /v/
>>
>>146490907
>community activity.
>fun
Get a load of this fag
>>
>>146494580
Please stop.
You already have too many many layers of obscurity and distraction.
You need to concentrate on balancing those, not adding more useless fluff.
>>
>>146492104
I found animal people cute, that's all. Also acts as baked-in advertising.
>>
>>146492703
>quake
>2.5D FPS
You start by actually playing the games you mentioned
>>
>>146494934
>I found animal people cute, that's all
Don't lie. You're a fucking gay furfag. Everybody knows that by now.
>>
>>146494860
>simple cube visuals and barely any grit or tons of objects on screen.
>Cute effects to add charm to not have a lifeless game with no soul=obscurity and distraction

What is this autism? How minimal must a game be?
>>
>>146495147
Jesus man, calm down. Even if he is a furfag he has a game and he post progress.
>>
>>146495373
>How minimal
I don't think you've seen his game in a mid-later level.
Even the earlier ones I played on DD were fairly busy.
>>
>>146495474
The latest posts of Bokube changes have been pretty clean and pretty.

HOW non-busy or boring must a game be to be accepted by your autism?

>>146494580
Even this webm looks pretty bland already to me.

How do you play AAA games with more than 5 things going on the screen?
>>
File: 1465954691827.png (55KB, 217x190px)
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>>146481263
kek, its true.

when youre here you develop refined tastes in dev. you can see rpg maker derivatives from a mile away.

how many games do we need with "youre a person that will meet n number of party members and only you guys can save the world through grim necessity."
>>
>>146495730
>have been pretty clean and pretty.
I think you're missing my point.
It's not about aesthetic.
>>
>>146471486
make the tiles closer together or have a minimap.. the visible area is too small.
>>
File: This is the future of your game.png (78KB, 1025x408px) Image search: [Google]
This is the future of your game.png
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>>
File: Untitled.png (18KB, 635x139px) Image search: [Google]
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>>146496263
It's on sale faggots!

Only $5!
>>
>>146496263
>current players: 1
>>
>>146496263
steam release visibility is the best
>>
>>146496667
Less than one percent of ads viewed gets a click?

That's really depressing.
>>
>>146496667
dude you once won a DS lite

you don't need shitty confirmation of your talents by simple shit like ~sales~ fuck that noise you're better than that you KNOW that
>>
>>146496667
Now that I have your attention: did you get a publisher? How does a Steam release work?
>>
>>146496667
meanwhile on itchio
>>
>>146496906
So when are you getting your official itch shill nametag?
>>
>>146496906
>whip the vote goes on sale two days after I buy it

Fuken gogem
>>
>>146496667
turns out all 4 views were keysharks btw

>>146496804
>did you get a publisher?
nah
>How does a Steam release work?
like an itchio release but with a crappier backend to deal with that sucks weeks of effort out of you to learn how to upload shit and also having to request some things manually, publicly on the developer forum, because they havent fully automated submission and dont trust us with actual staff contacts.
>>
>>146497304
forgot the image
>>
>>146497025
>giving googum money
>>
File: WhichOneShouldBeRIP.png (874KB, 1650x885px) Image search: [Google]
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Which trap (infront of Boku) should be removed?

Starting from the left you have a cube-like spinning rotor trap, and a ninja star. They serve the same purpose to kill the player if the player walks into their tiles.

I like the rotor but ever since I replaced the cube static unanimated enemies, I want to do the same with the traps.

The spinning axe thing is for boku to rush past them with timing.
>>
>>146497554
I genuinely enjoy most of his games. They're usually more interesting (read: different) than what most of agdg is putting out

Not saying they're worth the money though
>>
>tfw satan downloads your game
>>
>>146497604
the ninja star seems more out of place compared to the spinning halberds
>>
>>146497025
really isn't that always the way?
i whip the vote on sale whenever something happens politically. no one could've predicted the brexit was gonna go the way it did.
similarly i had no idea itchio was gonna ape steam and frontpage games on sale.
>>
>>146497698
Better erase that pentagram from your floor before someone notices
>>
>>146497892
Fair enough
>>
I've challenged a friend to see who can make the better rougelike in the next two months, so I was trying to learn c++ and directx 11 but visual studio is being a pain. I'm already comfortable with c# so am I waiting my time? I'm working from the book "Beginning DirectX 11 Game Programming", but are there better resources I should be aware of?
>>
Anyone remember the name of the website that lets you design shaders for game maker?
>>
>>146496667
>Make rock paper scissors
>y no one want my gaem? :(
>>
File: tbaojgp.jpg (34KB, 300x300px) Image search: [Google]
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alright you can't stop me with what I'm about to do, but you can try and make it less worse for me: should I bother with SDL or jump straight into opengl now? I understand they're entirely different things that accomplish different goals and all that shit. Actually I think a better question is: what's a good path of concepts to learn before I approach opengl at all?
>>
>>146499549
there is literally no reason to learn raw OGL.
Wrapper libraries make your life easier, use them.
Though SDL is shit.
>>
>>146499264
>cant read english words
>make up what the numbers mean
>>
>>146490364
>one week since you looked at me
>>
I'm going to marry spacejam-chan!
>>
>>146500062
ありません
>>
I'm in the process of taking my organization of player traits from this:
player = {
left_static_texture = nil,
right_static_texture = nil,
facing = nil,
x = 0,
y = 0,
width = 0,
height = 0,
walk_speed = 70,
collision = false,
current_structure = nil,
jump = {
height = 0,
height_augment = 80,
speed = 120,
vertical_status = nil,
direction_intended = nil,
direction_actual = nil
},
movement_debug = true
}

to this:

player = {
physical_traits = {
left_static_texture = nil,
right_static_texture = nil,
x = 0,
y = 0,
width = 0,
height = 0,
facing = nil
},
movement_traits = {
walk_speed = 70,
collision = false,
current_structure = nil,
movement_debug = true,
jump = {
height = 0,
height_augment = 80,
speed = 120,
vertical_status = nil,
direction_intended = nil,
direction_actual = nil
}
}
}

Am I being too autistic and pedantic about this, or am I finally adhering to good practice? It's been bugging me for weeks as this block as gotten bigger.
>>
>>146499549
learnopengl.com

If you're only going to do 2D SDL already has a hardware accelerated renderer based on OGL.
>>
File: Untitled 439.webm (147KB, 740x434px) Image search: [Google]
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Would anyone use floaty camera instead of the instant one as an alternative (i.e. bother making it an option)?
>>
>tfw metaprogramming
>>
>>146500302
I'd prefer it honestly
>>
>>146500203
int x,y = 0;
>>
>>146500302

if you do an instant camera I think you'd need instant movement aswell
>>
>>146500346
whatchya doin?
>>
>>146500203
Take a photo of it, hard to understand without indent.
>>
>>146500187
でもアノン、私のソフト一番に世界です。
>>
>>146500593
Stop using google translate anon, you're not making any sense.
>>
>>146500302
Got Twitter or Steam? I want to discuss stuff with you.
>>
>>146500731
ふっくーおふ
>>
>>146500434
ok

>>146500460
Instant as in as it was before, not ascii snap.
>>
>>146500593
>even Anon, is the world's the most my software
>>
>>146500845
Always up for some porn recommendations @rokasvo
>>
File: code.png (18KB, 652x414px) Image search: [Google]
code.png
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>>146500490
I didn't know if code tags work here, and I forgot it strips tabs without them
>>
>>146501663
>The player stores collision instead of having an object that deals with all collisions

Anon, you aren't not using OOP in your game are you?
>>
File: sjv003009.gif (4MB, 417x261px)
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Progress was so slow today because I was checking the results and fallout to Brexit.

Managed to put in flying on the side and tinkered with the boss's attacks.

Need to find a laser sound effect.
>>
File: but why.gif (2MB, 581x327px)
but why.gif
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>>146501784
I'm using LOVE. The only sort of object Lua has is a table. I could put functions into that table or some other one and call them as needed, but....
>>
>>146485273
I only upload if someone asks. Mostly randoms on twitter. It's good practice to clean up the code and comment shit before hand and maybe future employers will look through it
>>
>>146475619
>black shill media and be wary of "publishers"
I'd avoid it if I knew what you meant.
>>
>>146500302
oh shit tendies is still alive hell yeah
>>
>>146501878
use Audacity to generate tones. Pretty fun stuff.
>>
>>146502251
black shell media
>>
>>146501784
>meme oriented programming

Literally a wast of time.
>>
>>146502365
>Look at their game catalog
>Haven't heard of any of the games
>Marketing company

So, how do you get scammed into working with them?
>>
so many game ideas

how do I choose one
>>
>>146502294
Thank you, I have that downloaded aswell but haven't given it much of a try.

I will give this a go.
>>
>>146502469
they pitch you a millionaire future.
They take your money
your game dies in irrelevancy.
the end
>>
>>146502604
start by looking at which one is simplest to make
>>
>>146502469
they mainly (possibly entirely) target people in the throes of the weakened mental state of trying to get through greenlight.
>>
>>146502365
Does anyone know why he choose to go with them?
>>
>>146502756
Not entirely. I had them emailling me after they found the game on Itch.io.
>>
>>146502756
How are they scammers?
>>
>>146502995
>They lie to you about things they can do for you
>You sign a contract with them expecting marketing
>They take 30% of your money and do nothing
>Your sales are basically the same as if you didn't go with them but now you pay them 30% for no reason

How is this not a scam?
>>
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>>146502237
you can do simple objects like this, but you wil have to look into metatables and other stuff if you want to implement proper classes with inheritance and all that.

I'm just starting so other anons can help you better
>>
>>146502237
>But why

So people in this thread don't laugh at you because you're OOP-less.
>>
>>146502604
All of them.
Make a prototype for all of them. If it takes you more than a week or two to make a prototype for a game you know that idea is too big of a scope for you right now.
Then choose the prototype you had the most fun making and just like make it a full game.
>>
File: IdleShot1.png (2KB, 192x192px) Image search: [Google]
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While doing sprites, trying to decide if this Megaman game should be a level-select deal like the original ones or more open world-ish.
>>
So I'm making a game.
I can't really tell if its closer to becoming a survival game or a lifesim game.

Either way I was thinking about adding monster rancher/pokemon gameplay.

Would that tickle your fancies?
If so, is there specific features you'd personally hope for?
>>
>>146503725
megaman
for each boss he kills he gets different colour underwear or an article of clothing.
>>
>>146503725

I'd say do level select just to help lighten the scope load.

You could add a hubworld that connects the different worlds though.
>>
>>146503725
I'm really sorry, you might not have realized but this general is only for normal game devs.

You should go ahead and make your own degenerate game dev general and leave this place forever.
>>
File: briefscolortest.png (2KB, 192x192px) Image search: [Google]
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>>146503869
That's the idea. It's like Megaman's armor except this dog only has underwear on as armor.
>>146503905
That's sorta what MMZ did, wasn't it? Been a while since I've played those, so maybe I'm wrong.
>>
>>146503950
Honestly, he's not posting anything explicit and he's at least posting progress regularly.

>>146503725
Be nice if you posted something other than dogboy sprite over and over though. Especially static dogboy. At least show some new animations.
>>
File: SmokeEnemyAiMarkers.webm (1MB, 800x428px) Image search: [Google]
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Tiny smoke markers are placed on the tiles below to show which tiles are effected by the enemies attack trigger bounds. Another action to help clarity.
>>
If you don't use OOP you're literally not even making a game.
>>
File: protocam.webm (2MB, 1936x1096px) Image search: [Google]
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Finally gave UE4 a try and holy crap it is a flexible and noob friendly engine!

I haven't done too many progress, I've only prototyped a static camera system.
>>
>>146504412
I'm glad you atleast humor my whining
It looks good m8.
>>
>>146504512
Neat. Always cool to see a RE/SH style game.

I did a similar camera system but some additions like spline based camera movement for more dynamic shots.
>>
File: Class Menu.png (324KB, 1280x720px)
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Started working on a window that lets the user mess with the main mechanic of the game: the class system.

Every character has a Class which holds core skills and base stat numbers, and a Subclass which has auxiliary skills and stat modifiers.
Almost all characters only have one class, but they can learn a lot of subclasses.
To elaborate, a character's class is like a World of Warcraft class, while a subclass is like a WoW talent tree specialization.
There are also more generic subclasses too, and party members can actually teach these subclasses to each other.

The main character is the only one who learns multiple Classes, and his playstyle revolves around switching his class several times mid battle.
He's kind of a spin on the jack-of-all-trades protagonist. Instead of being pretty good at everything all the time, he can be really good at one single thing whenever he wants.

I wish I was good at UI dev.
>>
>>146504154
Most of the states are gonna be static to start off. You can usually get away with stuff like that when you're actually playing a game, but if it looks too weird at this higher resolution I may have to add transition frames.
Gonna add some motion to the idle and / or kickback to the shooting thing, but I'll try not to spam them. Programmer could have the dog running around in-game in a day or two.
>>
>>146503443
I looked at doing that for creating world structures and figured out the basic concepts. I think the method I landed on is better because of efficiencies and inefficiencies in LOVE.
>>146503528
I have a stand-alone function that actually does collision checking. Why should the collision state of the player not be stored with the player's other traits?

Also, is this an overblown setup I'm heading into or not?
>>
File: shipstatesconcept.png (17KB, 867x787px) Image search: [Google]
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does this look stupid?
>>
>>146486771
>>146489148
I fixed a few problems with the quadtree. Now it makes less than a tenth of the collision checks it did before, but it still runs pretty slowly, for some reason. I think maybe the quadtree itself takes more power than some of the collision checks.
>>
>>146504512
Are you the same dev that was making a static camera RE-like awhile back?
>>
>>146504787
Genuinely curious, what disadvantages did you find?
>>
>>146504512
are you moving the camera or is it a deliberate effect? either way that transition is kinda annoying
>>
>>146504923
I have no idea how to read it.
>>
>>146505183
The anon who made a prototype with static cameras in a subway level? not me

>>146505298
that's ue4 blending but I'll probably tweak that in the future (at least the blend exp)
>>
>>146504068
Have you thought of coloring his paw pads based on the power too
>>
How much should I pay someone for their appearance?
>>
>>146505224
Love has a feature called a SpriteBatch, which makes it much more efficient to draw a lot of a given tile. Having more sprite batches eats into efficiency, and having a bigger sprite batch doesn't really hurt efficiency until you get to hundreds of thousands of sprites, so it's good to keep the entire world in one sprite batch. If I used a bunch of different objects it would be slightly more confusing and make slightly less sense than what I am doing, which is keeping the collision boxes in a table, and keeping that table in a table with the sprite batch.
>>
>>146504923
>buttle insertion
>>
>>146504923
Why just "orbit" and "high orbit"? Why is the connection between orbit and transfer a dotted line?
>>
>>146505880
Depends on the person.
>>
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>>146504512
It's kind of fucked up the way the camera animates for a couple of frames.

It should be instantaneous.

Also, it would probably be kind of complicated, especially with lighting, but if the camera never moves, then you should consider using framebuffers to drastically reduce GPU usage.
>>
>>146506080
I see now, insertion is the "proper" move from transfer to orbit
still curious about the other thing
>>146505783
it's like a flow chart that can be started and ended wherever it needs to be
it describes different trajectories (except maybe "battle")
>>
File: Untitled-1.png (26KB, 578x449px) Image search: [Google]
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>>146504923
>>146505904
>>
>>146505880
Ask Pugdev, he's hired models for AGDG videos.
>>
>>146470618
QUICK GIVE ME IDEAS FOR A SEWER MONSTER BOSS
>>
>>146506780
A crocodile. It writes itself.
>>
>>146506780
a sheep with wool made out of barbed wire
>>
>>146489535
Can you hear me, Major Tom? ;_;
>>
File: Level1Remake.jpg (706KB, 1650x893px) Image search: [Google]
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Those of you who have played the Bokube demo from demo day 8 will notice how each level was remade with the new systems and camera change for the demo day 9 incoming demo.
>>
>>146507150
Legitimately looks like a modern nintendo game which is cool.
>>
>>146506282
>Also, it would probably be kind of complicated, especially with lighting, but if the camera never moves, then you should consider using framebuffers to drastically reduce GPU usage.

Do you mean like caching the scene at some point and keeping it in a framebuffer so that lighting and stuff could be avoided?
>>
>>146496906

>two /agdg/ games on the front page of itch.io
>>
>>146508149
there's lots of tricks you can pull if you're certain of a fixed viewpoint
>>
>>146508150
should be more than that now that vine put all his things on sale
>>
>>146508683
>should be more than that now that vine put all his things on sale
>his
>>
>>146508769
>>his
>>
>>146504512
Hey, you know what you should do? Turn that camera system into something part of the actual game.

Each time the camera changes, add a little static effect. This will also hide the transition as it is now. So, it appears as though there's someone monitoring the character.

Or just fix the way the camera changes so it's instant and ignore everything I just said before. It's really jarring.
>>
>>146508909
Vine is a perfectly good woman but you guys keep trying to force the trap meme. Like /agdg/ doesn't already have enough traps as it is. Leave what little women we have alone, silly anons.
>>
What's a good podcast to listen to while devving? I find it hard to concentrate when there's no background noises.
>>
does anyone here do NN? l have a question about adjusting the weights with a genetic algorithm
>>
>>146509446
Why not listen to an american minimalist opera instead?

https://youtu.be/aPvTwoTtFCA?list=PLTUlTwlsdlFTrjbZltuhnFcvWemE96yjb

This one is part of Philip Glass' opera trilogy of Politics, Religion, and Mathematics. Ahknaten is the Religion entry. It is centered around Amenhotep IV, an Egyptian pharaoh that changed the course of human history by influencing the way people thought about religion in general. And he would ultimately be killed for his work, as well. His successors went so far as to destroy almost every temple and statue ever built in his name. Many refer to him as the very first scientific mind.
>>
>>146509658
>>NN
>>genetic algorithms
I have no idea what your talking about, but I am intrigued.
>>
File: rope.jpg (10KB, 200x210px)
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>no game ideas
>>
>>146509837
I'll give it shot, but I often find music very distracting.
>>
>>146510139
>Rhythmic sounds distract me
>People discussing topics do not

i cannot make sense of this
>>
>>146510025
NN = neural networks

an example of what you can do with it:

https://www.youtube.com/watch?v=JFJkpVWTQVM
>>
>>146509837
holy shit
that's incredible
>>
>>146509837
>>146510709

yup. Philip Glass is pretty incredible, especially Koyaanisqatsi.
>>
>>146510025
he's just wasting his time
neural nets are a meme
>>
give me a fucking palette
>>
>>146510819
0,0,0
255,255,255
>>
>>146510819

hyg http://www.pixelfor.me/crc/80320F2D
>>
>>146510797
>>146510709
Mein Glass niggas. I knew posting Akhnaten in AGDG for years would pay off.
>>
>>146483625
this design is weird and ugly
if the ammunition container doesn't add to the silhouette, then it should just be inside the grip

also why would you make a ejection slide underneath the barrel, how do the casings get from the barrel to directly underneath?

last thing , why would you put a battery on top exposed to hazards? it not only ruins the silhouette but its not interestingly shaped
>>
>>146510329
How do I apply this to gamedev?
>>
>>146511245
you can create intelligent enemies that can develop their own responses when facing the player or other npcs

you can make a program that makes a 3d world simulation out of 2d pictures, say, out of google maps

you can make the game understand human language, say, you could tell simple orders to a hypotetically follower, f.e: "go fetch water" and having him to do so, even though that action was not included in the game at all

the possibilities are quite wide honestly, with NN working with other machine learning algorithms you can do all sorts of crazy stuff
>>
>>146497304
Googem, try buying ads on the other chan, they're $5 a day (min $20 purchase) but I got 191 clicks and around 10k impressions (a few months ago)
>>
>>146511245
you don't, neural nets are the biggest meme in AI
>>
File: game.png (7KB, 782x95px) Image search: [Google]
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How is it even possible for a game to be this well optimized?
Devil May Cry 4 ain't got nothing on me.
>>
>>146512324
Is there a tutorial I can follow?
>>
>>146512465
>meme
maybe to you, compsci friend. they are objectively cool as tits
>>
>>146480894
welp you're basically making what i've been wanting to make. thanks i guess.
>>
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>>146510819
>>
Never worked with 3d before. is there like a guide for programmers in blender or something out there. I doubt i'll ever be doing renders and sculpting or whatever else there is, just some low-poly bs.
>>
>>146512761
first off you need to know calculus and a bit of algebra

machine learning is evolving really fast so there isn't really "the tutorial"

You could check up andrew's ng coursera series to start off l guess, MIT learning lectures are also really great

lf you wanna go straight into coding and make something simple that uses neural networks now just check up this link: http://www.ai-junkie.com/
>>
>feel like i shouldnt put to much effort into spriting if i don't have a solid prototype
>don't want to make a prototype with shitty sprites

suffering
>>
>>146513069
>I doubt i'll ever be doing renders and sculpting
uwotm8
>>
>>146513069
Yes, search "Sebastian Lague" in youtube and view his character creation series. lt's probable the best out there
>>
>>146513297
>>146513069
Please don't start to learn modelling with characters.

They'll be awful and you'll burn out because they're too complex for a complete newbie.
>>
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I tied the walking speed to the animation speed so the player will be able to upgrade the MC to game breaking fastness
>>
>>146513493
Yeah I've sort of wanted to start by just learning how to make simple shit like a table or a chair or something.
>>
>>146513493
>You must make 200 teapots before modeling characters

Well, that will really burn him out

The character Sebastian makes is almost made up of boxes, he will do okay and get motivated after seeing results
>>
>>146513297
I've checked it out and it seems like a tutorial for a person who at least knows the basics, I don't really know how to extrude or anything really, I can only navigatie about and that's it.
>>
>>146513754
Making a teapot would definitely help, after he has made some tables, following a basic tutorial to learn the interface.
>>
>>146513754
>learn to draw a person before you learn basic line-work
>learn to marathon before walking
alri m8
>>
>>146510904
Best palette
>>
Fuck this song bangs
https://youtu.be/e2FSqFxXeTY
>>
>>146513861
Are you even watching the video? Or are you just viewing random minutes of it?

First off every action he does with the mouse and keyboard is displayed on the left bottom side of the screen, and if that wasn't enough for you he even says "press 'e' to extrude"
>>
>>146514076
>regular drum kits with low-quality vsts
gross
>>
Whenever I'm thinking with my dick I want to make lewd games, then after I cum I delete them, unfinished, from my hard drive.

Anyone else?
>>
>>146473345
>what are libraries
>>
>>146514332
>Hating on a Delaware Synthi 100
You really are a stupid idiot, huh?
>>
>>146509446
Rather than make a big block of text here I wrote a pastebin up of 8 or so shows I listen to. http://pastebin.com/NPGU3pkD

To be totally honest though if you scan the iTunes charts chances are you'll find something decent, just depends on the type of show you're looking for.
>>
>>146514654
I don't delete mine, but masturbation usually kills my drive to work on things for a bit. Was originally going to make a lewd game but nothing major ever got done due to the 'fapping loop' so I stopped working on it.
>>
>>146514858
>hardware therefore good
"no"
>>
>>146512324
>you can create intelligent enemies that can develop their own responses when facing the player or other npcs
Is this the reason the Quake bots in that one greentext story all stopped fighting each other?

Always thought stuff like that was cool, but I'd be lying if I said I think I'd be able to comprehend it. Maybe once I actually take the time to fully get good at programming and shit.
>>
>>146514076
This, too, bangs.

https://www.youtube.com/watch?v=EZZDnlAg3Pk
>>
>>146514858
>Delaware Synthi 100
meh
But it's mostly Youtube compression then.
>>
>>146514654
>>146514918
I'm not a degenerate so I don't make lewd or porn games. Instead I'm making a game about a proud white undoing the damage the jews have done to the homeland.
>>
>>146515152
it's neat, but a waste of time for a dev
there's a billion other things to do that are more important and more impactful for the end user - at the end of the day nobody will be able to tell the difference between a neural net and a sufficiently complicated state machine except that a neural net is much more likely to break
>>
>>146514918
Yeah man, now I understand why even the simplest of lewd games take fucking ages to make.

I'm never trusting my dick again.
>>
>>146514654
By the time I cum I am already too focused on the thing I am working on to stop so then proceed to work on it for a long time. Afterwards, there's no way I'm deleting something I put that much work in, but also the drive to continue is kind of gone because after my lust induced work frenzy subsides I start to see all the mistakes my horny self couldn't see and I begin to hate it.
>>
>>146516086
¿
>>
>>146515784
>I'm never trusting my dick again.
Actually I lied, I'm still going to put in fanservice into my game to attract the virgin audience (aka people who play video games), but I'm not going to make games that revolve entirely around lewdness anymore. The lesson here is: do not fall for the tricks of the dick.
>>
>>146497604
if you mean removed as in from the whole game, then seconding removing the ninja star
>>
>>146516365
>Working on normal game
>Dick keeps reminding me that there are no good erotic games I like, or all the ones that showed promise are dead
>Want to drop everything and go work on it again

The temptation of the dick gets too strong sometimes.
>>
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>>146516086
is this a drug deal on my agdg?
>>
>>146516564
I'm going to try to put my fetishes subtly into my games so that I can satisfy my needs without having to make an outright lewd game.
>>
>>146513234
Make three color stick people with box-heads.

Make sure to make them cute.
>>
>>146516648
I'll do this too but I also plan to make a lewd game eventually.
>>
>>146516648
If you imply a fetish and your game gets even a tiny bit popular then you'll get a bunch of fan art of those characters with that fetish.

Best thing about making stuff is when people make porn of your stuff.
>>
>>146516648
Subtly is always a good thing and you can put it in better
>>
File: 2190416-peter_molyneux.jpg (74KB, 463x372px) Image search: [Google]
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Survival MMO.
Persistent world.
Tech tree progression.
World editing.
No node respawns.
Character doesn't disappear upon log off.
Every enemy is birthed and raised in AI villages.
>>
>>146516734
It's impossible to just like make lewd game, anon. Unless you become a master edger, an edgemaster if you will.
>>146516830
Yes, that was the plan actually.
>>
>>146516979
>tree
SHUT IT DOWN
>>
>>146516979
Already exists, it's called Haven & Hearth
>>
>>146517268
>>146516979
3d
didnt think it had to be said.
>>
wish I could post progress, but my game doesn't really screenshot well
>>
>>146517003
>Unless you become a master edger
It happens naturally for me.
>>
>>146517786
Me too, but my dog ate my screenshots.
>>
>>146517786
then post a weebm
>>
>>146517860
How? I cum so fast I could actually use it as a weapon.
>>
>>146517786
just like post code
>>
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Took a few hours but I finished up this bush from earlier.
>>
>>146518025
but it would just be scrolling text, I'm making a text formula 1 racing game with 16 player multiplayer.
>>
>>146518156
What language / engine.
Ive been working with networking and am sickened by the possibility of package loss.
>>
>>146518153
Actually, now that I've stepped away from it, I should have probably made it brighter than the grass, not darker.
>>
>>146518156
congratulations but why are you bragging about progress then
>>
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Any ideas on making the random distribution of cities more realistic for a modern-near future setting?
>>
>>146478502
don't fear the pointer
>>
>>146518368
Higher chance near water or some other great source of a natural resource.
>>
>>146518368
prefer water, coasts, rivers, and flat land
>>
>>146518049
It's combination of getting too focused on the work and forgetting to stroke my dick and years of practice trying to read >100 pages tankoubons without cumming (because I don't want to stop at the middle of the story but reading lewd comics without fapping i a waste)
>>
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>>146518156
>a text formula 1 racing game with 16 player multiplayer
>>
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time slowdown for quick selecting toolbar?
>>
>>146478502
>someone criticized the language i use: the post
>>
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>>146513576
>vince mcmahon gorilla walk
>>
>>146518587
Lol wut,
His code is just scrolling text.
The game probably isnt.
>>
>>146518608
>head shrinks
aaaaaaaaa
>>
>>146518739
Oh, ASCII art like Rogue? I was thinking something like Zork kek
>>
>>146518753
it's not a head, it's just the sprite for an item I haven't drawn yet and have placed at the player coordinates for debug purposes. It gets smaller because they're different size sprites.
>>
>>146518753
He contracted Zika
>>
>>146515152
that story was fake
>>
>>146518524
But do you get any actual pleasure from that?
>>
anyone have a delta/fps for retards?
fixyourtimestep tells me why certain things are bad or good or acceptable, but I don't feel like I have a grasp at all on the whole thing.
>>
>>146518669
Fuck yeah my man
>>
>>146519259
The whole accumulator/interpolation dance is only relevant if you have an actual good physics engine, so don't worry about it unless you're using Box2D or Bullet. If you are you don't have to implement the interpolation step immediately, and the step before that is easy.
>>
>>146519259
FYT is easy, anon.
>>
>>146519028
Yes
>>
>>146519474
Well the dream is to make a shmup, so I imagine that's pretty important.
But I guess I'll just progress until I hit a wall.
>>
>>146519259
Use Game Maker: Studio.
>>
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Turn your shitty art skills into an asset by making an edgy survival horror game where the art is children's crayon drawings. Luckily for you, you only have to draw like you normally would.
>>
>>146519880
That's quite a projection
>>
>>146519880
Ib already did that
>>
>>146519880
So a crayon art survival horror?
That's one of your better ideas molly, but 2d SH/H is hard.
>>
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is this a good character modelling course?
>>
>>146519880
Isn't that just David Jaffe's new game minus the survivor horror element?
>>
Why is spriting so hard. Wow I hadn't anticipated this, I can't even draw my character for shit.
>>
>>146510971
holy shit man, this is going to help me loads - thanks
>>
>>146520135
protip: draw something, scale down, fix the funny looking mess till it looks cool
>>
>>146520135
Because likely what you're tring to do requires knowing many different skills, including how to draw characters, colors and pixel art specific skills like absracting shapes to pixels and implying forms
>>
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>>
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>>146510971
perfect
>>
>>146520297
That's what I should probably do yeah, drawing on paper and then drawing on top of it.

>>146520310
I can draw I just never sprited before.
>>
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I have an extremely high end PC, but my game has a framerate similar to that of an electronic Happy Meal toy.
>>
>>146520539
Sounds like you're doing it wrong
>>
>>146520503
>drawing on paper

I meant digitally since it's a lot easier to scale down, i just assumed you drew digitally since you were spriting. Good luck, my dude, and remember to ask for advice if you need it.
>>
>>146520610
i know
but i don't know what is wrong
>>
>>146520742
post code
>>
>>146520539
you're probably not properly removing references to some objects
>>
>>146520539
>game should be in the thousands at an unlocked fps
>it's only in the hundreds
>cpu usage spikes between 0.3-13%

Atleast I'm gonna learn to do this shit myself instead of relying on an engine.
>>
>>146520649
That'd be a better idea. It'd make me practice pixel art too. Cheers.
>>
>>146520539
There's a triangle in your mesh somewhere
>>
>>146520807
see
>>146504964

the game runs slowly when there are just a few bullets on the screen
i think my quadtree is fucked

>>146520885
my game is locked to 60 fps
>>
>>146521139
How's your GC?
>>
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>>146521247
m-my what
>>
>>146521676
garbage collector
what language are you using
>>
>>146521676
G-garbage collection?
or are you using GM?
>>
>>146520539
A couple of possibilities.

You could be copying textures somewhere. If you're using some kind of render target and then getting an image from it, make sure it's a reference.

You could be sorting arrays inefficiently. Always use an appropriate sorting algorithm for the task and make sure you're not sorting the same array multiple times with different sorting algorithms.

If you're new to programming, you should always be checking how each new function you implement affects performance, despite what people say about "premature optimization." It's much easier to find the problem areas as they're created than to go hunting them down later. Set up a global clock and have each major section of game cycle reset the time and print the time and an identifier.
>>
>>146489148
>all those pointers
>all those pointless getters and setters
>all that lack of aggregation/abstraction
Why are you using C++ as if it's Java? I'm not really surprised that it's somehow not running fast if this is how you code...
>>
This is getting picky, but would it be more proficient for the engine if for dropped items, making it a single object/sprite and each item would be a frame of animation in the sprite. Assuming all items had the chance to drop in the level and there are 100 items would it be better to make them separate objects or animation frames of a single object?
>>
>>146521732
>>146521739
It's C++.
>>
>>146522169
a-anon you need to delete stuff when it's not used.
>>
>>146522140
the animationw ay seems easier imo because u could sync up the indexes of the frames in the sprite and ur lookup table for using the items
>>
>>146522223
I've fixed a couple of things in that code since I've posted it. What do you see that isn't getting deleted?
Also nice almost-quints.
>>
>>146522474
Yeah, well, I could just call the item by name. That's easy, too. I'm wondering what would have the lowest effect on performance
>>
How do you feel about people pirating your game?
>>
>>146522586
>>146521139
Have you tried any other means for sorting and limiting your collision?
>>
>>146523238
I don't mind it.
Just make them aware I'm aware, and maybe mess with them a bit.
Also plan to look into anti-cheat engine stuff.
>>
>>146523238
It's free so good for them
>>
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How do I achieve the effect of the camera being under the canopy of trees in a 2d earthbound-like perspective?
>>
>>146520108
no it looks like a picture of a desktop, anon
>>
>>146523238
I'd be worried they got it from a bad group.
>>
>>146523412
swaying patches of light on the ground and maybe some diagonal light rays attached to those patches
>>
>>146523241
The game world is split up into 4 quadrants. Only the platforms that are in the same quadrant as the bullet get passed into the quadtree, so out of ~10,000 platforms, each bullet only has to check about 200 of them for collision.
For small amounts of bullets, it's usually faster to just skip the quadtree and let it check all of the platforms in the quadrant, but once I get a lot of bullets on screen, it's slow regardless of if I'm using a quadtree or not.
>>
>>146523508
I mean like how do the trees work. Do you fade them out at the top? Do you fade them out when the base of the tree goes off the screen? I just don't know how that would work.
>>
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>>146523412
I think Pokemon HeartGold/SoulSilver do this nicely.
>>
>>146523661
It's not very sensible to show the tops of the tree at all if the trees are meant to be really tall, just tall trunks that fade out after a bit, or extend upward forever if the map isnt too long vertically. Most of selling the setting needs to be done without showing most of canopy itself.
>>
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>>146520079
You can do the fake 3D like Doom where the sprites are just one-sided planes (you might have to do a backside) that face the camera. It would work better than 2D.
>>
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Sweet fucking success, my cutscene system's all come together with canned shitty dialogue, but I just wanted to compose one cutscene with all of the script data I entered. The only time I pressed any input in this cutscene is left mouse to click through dialogue text.

If you want to see the full version with sound, I uploaded it to webmshare too

http://webmshare.com/vEPBO
>>
>>146523582
Don't tell me you're querying the whole quadtree for each bullet.
>>
>>146524096
I think the soldier's idle animation is maybe a bit too strong. He waves around too much. Also the walking is fucking horrible.
>>
>>146523582
>>146524213
Even if not that, it just sounds like you're totally misusing the quadtree.

"Passed into the quadtree"? Everything is supposed to just BE in the quadtree.
>>
>>146512740
because it prints hello world
>>
>>146524381
>I think the soldier's idle animation is maybe a bit too strong.

Yeah I get that a lot. I'd talk to my artbro but he's been MIA for 2 weeks

> Also the walking is fucking horrible.

the animation?
>>
>>146524573
>17.8MB hello world
>>146512740
pls post code, I need to learn how to optimize and do things the right way.
>>
progress, progress everywhere and not a game to dev
>>
Reading through "SFML Game Development By Example" for giggles - I am professionally a C# developer moving into full stack JS, etc.

I studied a tiny bit of C++ in college, but thats all but forgotten now. whats messing me up right now is the ampersands on most of this guy's parameters:

void RemoveCallback(const std::string& l_name) {
m_callbacks.erase(l_name);
}

Why the & on a simple standard string?

I feel like this question might be better in /dpt/ on /g/ but lets give it a shot.
>>
>>146524652
>the animation?
And the jerkiness of the actual game world movement.

If you can use the animation's root locomotion to move the characters though since it's grid based that might be difficult to do accurately. Other option is to have a set movement speed for the walking animation and tweak it very carefully to match the animation.

The first guy moving in is rather okay but in the longer version the archer and the wizard both look wonky as fuck.

Looking good otherwise.
>>
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>>146475619
Thanks for stealth shilling. I forgot about that game. That's the one everyone said would have been good if it wasn't so frustrating and broken and the dev said he didn't want to fix it right?

>>146480894
I feel like it should fade slower. Looks cool though.

>>146483978
Definitely need to move that camera more gradually as well.

>>146523412
>>146523721
>not pic related
>>
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>>146524743
>17.8MB
because it was made in unity
>>
>>146520539
P R O F I L E
R.
O
F
I
L
E
>>
>>146524834
Passing by const reference is nearly always better than passing by value. If it isn't, the compiler will likely change it for you because they're practically identical in terms of correctness and what they do, abstractly.
>>
>>146524834
The SFML books are pretty meh.
Just stick with the docs.

But that's a refrence m8.
>>
>>146525047
ah - so the ampersand is related to the constant being assigned to the variable being passed in and not some sort of pointer fuckery?
>>
>>146524834
passing by reference sometimes gud
>>
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>>146524956
>UE4
>500MB hello world
>>
>>146525119
http://www.learncpp.com/cpp-tutorial/611-references/
>>
>>146525052
I'm mostly just doing this to mess around, its nice to be able to follow a guide and "feel" like i accomplished something, but at the end of the day i'm still heading back to my cube to write enterprise garbage.
>>
>>146524935
I mean the trees are huge, as in they give the illusion that the camera is under the canopy so you can't see the top at all.
>>
>>146525119
No, it's fuckery similar to pointers, just less obnoxious (for better or worse).

A reference is essentially a pointer that must point to a valid object (barring memory hacking it to invalidate it), and it can't be reassigned.
>>
>>146525047
http://purplepwny.com/blog/want_sanity_pass_by_value.html
>>
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Where's Letodev?
>>
>>146525160
>>146525252

thanks m8s
>>
>>146524096
please increase the text speed, or give a slider for it or something
>>
>>146525304
burning coal probably
>>
>>146525283
Const references are just as effective as values for the reasons he is stating.
>>
>>146525341
There's C# bindings if you just want to avoid C++ for a little longer
>>
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>>146524896

I changed the acceleration/max speed values around, so now it's hopefully more consistent.

With the mage (the blue guy) at the very end there's unfortunately not much to do in terms of pathing since it's a tactical RPG and I'm re-using the A* code for the cutscenes. I've condensed straightaways so that they don't stop on each tile, but that can't really be done when they're turning corners

>>146525371

Yup, I'm just focused on getting the cutscene basics down first
>>
>>146525304
Finally gone.
Leto was obviously never getting finished and we bullied her too much.
It's better this way.
>>
>>146525223
That's what the spots of light on the ground are from.

You can't actually render trees that tall unless you want them obscuring everything on screen. You just have to create the impression.
>>
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Its just the same jump spook as yesterday, I changed the model so its an actual skelleton spook.
>>
>>146525480
Why would you ever want to use SFML instead of Monogame if you're already using C#?
>>
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>haven't touched my code in a while
>was working on UI
>completely forgot how it all worked
Well time for yet another rewrite!
>>
>>146525713
A temp thing to get familiar with the library before switching to c++
I don't know, just thought he should know though.
>>
>>146525484
I think you need like a start walk and end walk animations that you can blend through when you start and end movement.

Also I'd try and see what happens if you make them not slow down at corners either. Part of what makes the wizards movement look so bad is because the animation keeps playing but the character stops. So if you just turn quickly and keep the speed you had before the turn it might look better.

And look at how other games have done it.
>>
>>146525780
The hard part is C++, not SFML.
>>
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>>146525135
thats why i am an engine dev. i spent countless months building my own custom game engine built in C++ with a little bit of java, javascript, visual basic, html and binary language. it was built to my liking and i know EVERY SINGLE thing in this behemoth.

i can't even print hello world yet, i am pretty sure when i am done, it will be the most optimized hello world this world will ever see. UE4 nor unity will be stealing from my pockets either after i make million dollar games with my baby.
>>
>>146525634
SMOOOOTH
THAAAT
CAAAMEERRAAA
REEEEEE
>>
>>146525840
>The hard part is C++,
Not really.
The real hard part is good C++
>>
>>146525480
I took a look at the bindings and the paradigm felt very much like they were shoving C++ into C# so I just hard passed on it and went straight to C++.

>>146525840
this, I'm rusty as fuck.

>>146525713
this is also a good question, why didn't I just pick monogame? I don't even know the answer.
>>
>>146525634
Should have the remains of the helmet glass on the borders. Looks weird when there's none.
>>
This is actually excellent. Proof that you don't need to be a programming genius and know endless hacks to make a popular game. Sometimes, the simplest tool for the job is the best one.
>>
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hey aggydaggy

if we start early to just learn how to model spaceships before the jam is that cheating?

or should i be doing literally all the learning when it starts.

i dont want to disappoint my future team
>>
>>146525939
>you don't need to be a programming genius
>and know endless hacks
Pick one.
>>
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>>146525939
>simplest tool
so, which one is it?
>>
>>146525998
just like make it bro
>>
>>146525939
This was meant to be a reply to the webm of the 600 case undertale webm.
>>146526027
You're absolutely right. But I know novice programmers can get caught up on having to know all the 'tricks' and get paralyzed by trying to learn everything rather than just get stuck into it and get their hands dirty.
>>
>>146526175
>600 case [switch]
>simplest tool for the job
>>
>>146526175
link me the webm
>>
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hey agd, is it weird that i learned C++ before learning C in my college? has anyone done this before?
>>
>>146526175
I would also like to see this webm
>>
>>146526494
Yes.
>>
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>>146523412
Check out the sunken isle level of Secret of Mana. I thought it was pretty effective.
>>
>>146526494
I don't know.
>>
>>146526397
>>146526527

Here
>>146488224


>>146526303
Perhaps not the best tool. Got the job done though.
>>
>>146526494
I literally don't know anything beyond prinf in c.
not that i know much more in C++
>>
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>>146525939
no, you just need this
>>
If a 600 switch case isn't the proper way to do dialogue, then what is the right way?
>>
>>146526494
That's how it was taught at my uni.
Progression was like this:
Python for programming foundations.
Java to introduce OO.
C++ to teach some more advanced concepts.
C to teach data structures and algorithms.
>>
>>146526826
>no mixels

The nips know what's up.
>>
>>146526826
that was super cute until it got super lewd

>not the intro for a platformer where you have to get the camera from the guy before he can publish it
>>
>>146526826
S A U C E
>>
>>146526881
A tree, obviously.
>>
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>the most successful indie game in the past few years wasn't even programmed by someone who knew how
>>
>>146526881
trees
>>
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Particles are shit, but made an explosive little weapon. Shows off the annoying fire shit as well
>>
>>146526881
Coroutines.
>>
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>>146526881
wut
>>
>>146527118
>oh. no.
>I. am. on. fire.
>walks normally
>>
>>146526881
the proper way is the one that gets you an end product that works
>>
Really, the biggest problem with that dialogue code is that it's pointlessly centralized.
>>
>>146527149
I've never actually made a dialogue heavy game, everything I've made that has had words is always short hard coded sentences. So I really am trying to get a real answer here.
>>
>>146476209
you are confused
cave story runs great because it is a different type of game than terraria

everything is breakable in terraria for example, so rendering is a bitch
>>
>>146527382
Usually with an outside source handling the text and such with a parser to see what it's doing.

Like using XML files with the text and events and procing them with tags in game.
>>
>>146527382
structs and flags
>>
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>>146527036
>>
>>146527534
Jesus christ why are you people so obsessed with using heavyweight markup formats like XML and JSON that can encode any structure of data instead of a tailored format that does exactly what you need it to?
>>
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Do you think a sidescroller pirate game like pic related could work? You'd basically have fake 3D where you can move a set amount forwards or backwards (indicated by the water color) to allow battles with other ships. There'd also be a way to reverse your view to see the other side, but there'd probably be some kind of simple overhead map so you wouldn't have to keep going back and forth to keep track of where a ship is.
>>
>>146526565
This is fine if you don't actually need to see anything.
>>
>>146527846
anti-nih people
>>
>>146527846
i just use plain text files. that way i can format them however i want
>>
>>146527964
It's not fucking NIH if there's a tangible benefit to doing it yourself. It's also not difficult, parsing is piss easy with the libraries there are now.

>>146527965
That's meaningless.
>>
File: tree.png (42KB, 1285x764px)
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>>146526565
ok, but what about this?
>>
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>he isn't after that furry money
>>
>>146527927
Sounds like an interesting set up for a beat em up or hack n slash.

I'll steal it! Nobody will ever know!
>>
>>146528075
Realistically you could just use abstracted .ini's and call it a day.
>>
>>146527846
Wanna be extra mad?

I use .csv files for my dialog engine.

Fucking shit just works, why the hell would I waste so much time making a wheel when there are already like four wheel options already made I can just slap on?

What actual benefit is there?
>>
>>146528078
See:
>>146525573

If you can find some way to make it work without obscuring critical information then go for it.
>>
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>>146524436
>>146524213
Thanks anons, I did a bit more research and I got it working. I guess I didn't really know how to use the quadtree before. Just had to move some stuff around, and now my game runs smooth as butter, even with shitloads of bullets.
>>
>>146476209
I heard Terraria's devs just did really long if else chains to decide what block was which type.
>>
>>146528078
This is possibly the worst use of perspective I have ever seen.
>>
>>146528204
There's gotta be a way! I'm going to do it
>>
>>146528160
Using a premade wheel for this almost always means either a) it's a massive waste of hard drive space and/or loading time by using an overkill format or b) you are limiting yourself by using a simple but inappropriate format.

PARSING IS NOT HARD.

I also don't believe in data-driving stuff "just because". Complex stuff that doesn't lend itself well to just sticking in a really simple data file is probably not worth it.
>>
>>146528078
What happens when you keep walking up?
>>
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>>146525920

This is better? I doubt.
>>
>>146528415
that's what I'm trying to figure out! I'm going to do some prototyping and come back with my findings
>>
>>146527964
what the hell is nih, google isn't showing me anything informative.
Is this a new meme that recently started?
>>
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Just a friendly reminder that a game that has a switch statement of over 864 cases has made more than $10m.
>>
>>146528535
nihilist
>>
>>146528535
literally nih programming would bring you the first link wiki
here's your freebie, shitter.
https://en.wikipedia.org/wiki/Not_invented_here
>>
>>146528535
not invented here
>>
>>146528489
looks better to me.

Also how work that fast?
>>
>>146528407
I think the main reason no indie dev really bothers doing it properly is because there are literally no tutorials on how to do any of that and most are not good programmers so they don't already know.

Hell look at any GM:S topic area and it's full of people giving up on their games because they can't get rpg dialog choices done due to lack of tutorials and not knowing what they are looking for.
>>
>>146528610
Could someone explain to a programming noob just what makes that a bad thing?
>>
>>146528797
You fucking people.
>I can't get my hand held on exactly how to do this thing so I'm not going to do it
>>
>>146528610
I don't get why people always do this. Yeah, you can still make a game doing shit in a really dumb and difficult way. That doesn't mean people are meming you when they tell you to not do something retarded.

Doing retarded shit might not stop you, but it isn't going to help you.
>>
>>146528920
lets see your innovations :^)
>>
>>146528808
A switch statement that long is bound to be slow as shit. He shouldn't have used a switch statement, but if he absolutely had to, he should have split it up into multiple switch statements.
>>
>>146529029
Figuring things out by yourself isn't innovation. It's life.
>>
>>146528808
Instead of using your phone to call someone. You're running from person A-person z to get the number of PersonA2.
>>
>>146529005
They are bad programmers validating their choice to not put effort into improving. They are saying things because it makes them feel good and not because they want to help other people.
>>
>>146529065
>>146529152
Is this false-flagging? It's not a performance issue, it's flexibility and maintainability.
>>
>>146529309
>expecting people on 4chan to actually know
>>
>>146528254
Why? I'm looking at Hyperlight Drifter for inspiration
also obviously it's all placeholder
>>
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>>146529647
>there are people both advocating and criticizing this
>none of them have any idea what they're talking about
dark times
>>
>>146529781
>Switches can't cause performance issues
wew lad
>efficiently isn't a relevant issue
talk about mt stupid
>>
>>146529890
>Switches can't cause performance issues
Such as?
>>
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A kind person from last night sent me some assets to try out. The left and right are the new grass/flowers. The middle grass/flowers are the old assets I had from Epic's stock bundle. I think the new stuff looks better, though I probably have to tweak the ground colors a little to match better. He gave me some rocks too but I haven't put them in yet.

But I am going to play some doom for a bit then come back later.
>>
So, I don't know shit about programming or switches, but is this the wrong way of doing story with choices?

(Imagine this is a character script with actual code):

[CharacterName]

[MainEvent1]
"texttexttext"
"texttexttext"
"texttexttext"
prompt
1 = "texttexttext", trigger[state1]
0 = "texttexttext"

[MainEvent2]
if [state1] & [mainState1] //[mainState1] is a big story flag
"texttexttext", prompt
1 = "texttexttext", trigger[state2]
0 = "texttexttext", trigger[state3]
if [mainState1]
"texttexttext", trigger[state2]

[DateEvent27.05]
"texttexttext"
"texttexttext"
prompt
1 = "texttexttext", trigger[state4]
0 = "texttexttext"

[DateAfterEvent29.05]
if [state4]
"texttexttext" //get a hint

[DateEvent30.05]
if [state5] //trigger [state5] by talking to [CharacterNameX] when [state4] is active
"texttexttext"
"texttexttext"
missionSuccessX
>>
>>146528118
I'm shameless enough that I'd honestly do it if I could actually draw or make art worth a damn.
>>
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>>146528661

>Also how work that fast?

Life goal since childhood to make a game people wil enjoy. The world will end soon, so you better be fast.
>>
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>>146520349
>>
>>146529890
Switches can cause performance issues but not enough for it to be relevant in this case.

It's much more important that it's a massive fucking pain to maintain and it's not going to lend itself well to adding or removing features.

Could it have been done as an array lookup? If so, yes, it's definitely wasteful. But micro-optimization in GM is a massive exercise in futility.
>>
>>146528118
It seems like a good idea, thanks anon I will pay an artist to draw me some furries so I can make a game.
>>
>>146528489
Looks nice, but jumpscares are completely retarded imo.
>>
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>>146528078
If they're sparse enough I can't imagine it would be that intrusive
I'm not really satisfied with the - I'll keep working on it
>>
>>146530025
>return times for enormous chains
>people who use them as a giant function/bool abomination
>using them to hard-code and iterate over multiple,multiple values/conditions

Why is this even a question? Obviously they're shit on a maintainability side but that's common sense.
>>
>>146530129
Yes, if it's a tree structure then fucking just make it a tree. You'd also better have a good reason to do it with a data file instead of hardcoding it (just don't do it as "magic constants", keep the data and logic separated nonetheless).
>>
>>146530379
>return times for enormous chains
Elaborate.

>people who use them as a giant function/bool abomination
>using them to hard-code and iterate over multiple,multiple values/conditions
What do these have to do with performance?
>>
>>146530434
>You'd also better have a good reason to do it with a data file instead of hardcoding it
I'd like to be able to easily just write up a new script and drop a new character in there. Would also make it easier for anyone else to do the same.
>>
>>146530312

I already said its about the skeleton inside and not so much about the jump spoop, I will change the spoop sometime. Thanks for your feedback!
>>
>>146530568
>I already said its about the skeleton inside and not so much about the jump spoop
Then don't make it a jumpspoop?
Make it move very subtly or something (so subtly that the player might think he imagined it)?
>>
>>146530558
Modding, yes, that's a good reason.

But if you're planning to support modding (like, plan for it, not just have it as an unavoidable side effect of the language like with Minecraft) then you'd better be willing to do some of your own parsing so that the users can write a DSL designed for it and not kludge it into a format meant for something entirely different.
>>
>>146530350
Sparse doesn't look like a forest though. It just looks like bizarrely tall trees out in the open.

Also if you're making an action game like it appears you are, things can still get hidden behind those.
>>
>tfw u code your game in a way that makes sense at the time but later u realise its actually horrible and your code ends up a convoluted mess because of it
fug D-:
>>
>>>/d/6886643
>>>/d/6886643
NEW
>>>/d/6886643
>>>/d/6886643
>>
>>146530824
kill yourself.
>>
>>146530824
>tfw I do this
>tfw I then start the project over completely in hopes of programming it perfectly this time
>>
>>146530698

Sorry about the confusion. I want to make the player turn around the dead astronaut skelleton slowly , but thats just the scripted event I have already made before, I will change it some-time.
>>
>>146530909
Why do you bother?
embedding shows the board you spacker.
>>
massive switch cases don't cause performance issues (5000+ cases)
http://stackoverflow.com/questions/12382959/switch-statement-with-huge-number-of-cases
>>
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>>146530924
goodbye cruel world
>>
>>146531104
they do cause readability issues
>>
>>146530759
It's not really for modding, per se, but for story building. Will use character templates, and people can give them character. The characters will pathfind their way around the world on their own (place and time specified in script), and say whatever the creator wants them to say in specific time/location/flag contexts.
Basically a VN system, but for characters moving around in a real gameworld.
>>
>>146531202
Who cares? Undertale got successful with 600+ switch cases so stop worrying about stupid shit and make game.
>>
>>146531293
it would take longer to write 600 cases than to learn how to do it properly
>>
>>146530982
Okay, that makes more sense.
It will still be annoying if you make it a cut-scene which you can't interact with, though.
>>
>>146531293
>undertale literally made 15k+ dollars per switch case
>>
>>146531293
Why do you post things like this?
>>
When I become a successful game developer I will make a script that turns my code into memecode (a la undertale) so AGDG talks about me
>>
>>146531202
>>146531293
The user doesn't see or care about your code. As long as it works, it makes sense to you, and it runs at a decent framerate, it's fine.
>>
new thread

>>146531553
>>146531553
>>146531553
>>
>>146530761

If you added grass and bushes and canopy shadows it'd feel like a forest even with sparse trees
>>
>>146530350
>>146530761
Just make the trees partially transparent when you go behind them.
>>
>>146527927
There once was an /agdg/ project that was pretty much what you just described.
Thread posts: 792
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