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AGDG - Anime Girl Dinosaurs Gao

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

Thread replies: 799
Thread images: 173

File: agd - gao.png (339KB, 641x857px) Image search: [Google]
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Dirty Dinosaurs Done Dirty Cheap edition

> Play Halloween Jam 2016
itch.io/jam/agdg-halloween-jam-2016

> Play Latest Demo Day (X)
itch.io/jam/agdg-demo-day-10

> Next Demo Day (DD11)
itch.io/jam/agdg-demo-day-11

> Helpful links
Website: tools.aggydaggy.com
New Threads: >>>/vg/agdg
Archive: boards.fireden.net/vg/search/subject/agdg
AGDG Logo: pastebin.com/iafqz627
Networking: LinkedIn.com

> Previous Demo Days
pastebin.com/X6fLvtzA

> Previous Jams
pastebin.com/qRHNpCbZ

> AGDG Chat
https://discord.gg/t6Nwf

> Engines
GameMaker: yoyogames.com/gamemaker
Godot: godotengine.org
Haxe: haxeflixel.com
LÖVE: love2d.org
UE4: unrealengine.com
Unity: unity3d.com

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

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
C++ is underrated
>>
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Did anyone from AGDG play this? Did you like it?
>>
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progress
>>
>>159460625
that looks good anon

maybe the best 3d game here. Reminds me of Seafarer Keep it up!
>>
Are there any good programs/methods for planning out mechanics?
Like if the player attacks with an Attack of X and the monster has Y defense and Z agility, is there a good way of representing how they all work together?
>>
>>159460625
Looks good, the boat looks like it's floating in mid air above the water though
>>
[email protected]

Interested in working with someone using UE4.

I am proficient with Blueprints, UMG. I can do VR, Tablet, PC, whatever. Would prefer a simple game or a space game as I have a lot of space assets. But I'd do other stuff.

Mainly just want to work with someone.
>>
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>>159461094
its not even that clever, older games did it with skins on the models' faces and thats it

that method uses a lot more resources to publish way less to the display

i think vid related does it with facial features being made from sprites that float just off of the characters' faces
>>
>>159460625
Some of your placeholders look a tad simplistic, but I like where it's going. Keep it up! :)
>>
>>159461506
isn't vid related using Live2D?
>>
>>159460625
this is shit. complete shit
>>
I want to make a dialogue and text-heavy RPG, but I have no idea how strenuous it would be to write it all out.

How many billions of lines of text would one have to write out to have a big RPG like that?
>>
>>159460625
textures look stretched, literaly the only thing I see wrong with that boat, don't let these memers hold ya down
>>
>>159462051
http://gaming.wikia.com/wiki/List_of_longest_video_game_scripts
>>
>>159460625
kill whoever made this
>>
>>159462051
Anon, if you're wondering how much writing you'll have to do, I don't think you really want to make a text heavy game. Otherwise start writing and find out. No one here can tell you how long your story will be.
>>
What game will you be making for Dinosaur Jam?
>>
>>159462051
>i want to make this
>please scare me with how much work it will be
doesnt sound like you want to make it at all.
fact is your question has no answer, it will be as large and as long as you decide to make it.
>>
>>159462187
I wont be making any game
I'm still working ou tthe best joyful art style to use for a personal project
>>
>>159462269
post it
>>
>>159462187
>>
>>159462187
dino hunter
>>
>>159461762
This game uses prerendered animations made in something like After Effects. Live2D animations are rendered in realtime which allows for more interaction from the user.
>>
>>159462187
barney game
>>
>>159462187
Dinosaur which controls like a mech.

You can't fly but you drift around and smash shit
>>
>>159462187
None
>>
>>159462354
there's nothing to post yet
I've got a few napkin drawings of the mc
beyond that it's all ideas and nothing set down
>>
>>159462891
like milf hunter? is this a lewd jam crossover?
>>
>>159462914
>prerendered animations in AE
the texture size would be HELL
>>
>>159461506
I really wish someone would make something with the same technology as Rondo Duo and a similar art style but drop the futa, the weird baby faces, and the enormous foreheads, and make it just a straight animated feature. I still don't get the appeal of having to divide your focus between your dick and gameplay.
>>
>>159463182
The game is 4GB for a reason. I'm sure they use some kind of video compression instead of raw images for their animations.
>>
>>159462187
is it settled that that's what it'll be?
>>
https://www.yoyogames.com/get2

Another 400 slots for the game maker 2 beta just opened up guys.
>>
>>159462750
p stoked for these not gonna lie.

not sure what "hybrid cloth and plastic backed" will actually mean though. also I hear they're mad expensive. like $1 - 1.5 more than a bellissimo.
>>
>>159463609
>I still don't get the appeal of having to divide your focus between your dick and gameplay.
str8 whiet fuccboi numales

do you have any white friends? talk to them sometime. they are so desperate that their thirst enters 100% of everything they do. they are incapable of enjoying anything that doesn't present opportunity for poon or "cuteness"
>>
>tfw can't decide between Baulders Gate clone or Morrowind clone.
>>
>>159464221
Do Dark Messiah instead
>>
>>159464221
You won't finish either, so you may give up now and save yourself the time.
>>
>>159464221
morrowind
that old style is dead for a reason
wasteland is a fluke
>>
>>159464037
>not sure what "hybrid cloth and plastic backed"
they're like the old tena briefs that had a cloth backing and plastic landing zone with normal tapes

except in reverse, it's refastenable velcro-like tapes on an otherwise plastic brief. still crinkly and stiff but the tapes will likely hold better and be easier to reposition as needed

im excited for them, i hope my local pharmacy stocks them alongside their other bambino products and M4s and stuff
>>
>>159464013
Thanks

Might try it for fun even though I am a UE4 goy..
>>
What ffmpeg settings do you all use for converting to webm without super bad quality loss?

With just the defaults, my recordings look super awful.
>>
>>159464909
1. Reduce your resolution, 1080p is going to look like shit because you'll have to set your bitrate to a low number to fit in the webm limit
2. I usually use ~2000kbs
>>
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How do I make this
>>
>>159464909
use webmconverter
>>
>>159465064
source engine
>>
>>159464909
ffmpeg -i myGame.avi -c:v libvpx -crf 18 -b:v 1300K -vf scale=900:-1 -an name.webm
>>
>>159464909
don't forget variable quality and 2 pass filtering

sadly 4chins doesn't accept vp9 yet

>>159465064
learn to model and texture
try blender, its free
>>
>>159465064
Learn modelling program
Learn to make low poly
Learn to texture
>>
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The character I am working on, Ignore his face and arms, i haven't started working on those yet (not his gloves either).

He is supposed to be a Inquisitor/demon hunter type, any suggestions on stuff to add?
>>
>>159465064
Find the model and study it (or copy it who cares anyway LOL)
>>
>>159465064
Download it off the Unity Asset Store
>>
>>159464408
interesting. the only cloth back ones I've tried were the m4s, which I can't seem to find around anymore. glad they're trying to preserve the crinkle.
>>
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>>159465628
another shot from the front, with more fluff i am considering adding.
>>
>>159465315
>>159465272
How do I texture?
>>
>>159460585
Alright
here's my second attempt
so far it's worked swapping between dev-machines and a shitty windows laptop I have so I'm hoping it'll work with any windows machine.
The link is:
>http://expirebox.com/download/9effb15e9dd3c3288550da054cb58263.html
I would be honoured if someone were to try and get it to run and report back the process they had to go through to get it to run (such as asking to download any dependencies).
>>
>>159465934
afaik abena offers both now, the cloth ones are called something else

i wouldnt be surprised if most premium diaper brands were kept afloat by fetishism. don't actually incontinent people generally use catheters or bags or w/e? and its not like hospitals or old folks homes or w/e are gonna shell out two bucks per brief, and people doing their own purchasing probably don't want an inch-thick diaper on wherever they go
>>
>>159465628
>>159465993
looks great anon!
>>
>>159460625
thread's ruined

RUINED
>>
I can't write a simple diffuse shader.

Will someone help me if I post it?
>>
>>159466019
Learn to draw and paint
You need a drawing program like photoshop, doesn't need to be PS
>>
>>159466819
I doubt I can either but just pastebin that shit and post nigga
>>
Reminder that someone LITERALLY posted this on /agdg/:

>A floating point means that the number has, well, a floating decimal point. Its decimal point is at any arbitrarily chosen position. (the position is not RANDOM, just ARBITRARY -- it's chosen based on the needs at that time, but those needs can be anything.)

>Usually, computers have a set number of digits to work with, but can put the point wherever because the math still works out fine. So the difference between 1.2345 and 123.45 is not that big, computationally, in base 10. (computer math is done in base 2 because le ebin binary may mays actually having root in real computation despite most binary converters and the like being totally arbitrary in how they interpret things; computers use base 2 because they only have "On" and "Off" to work with as numbers)

>However, to the user, a moving decimal point can represent a large difference, because the significant figures you can use are necessarily limited.

>Obviously to us, a computer has LOTS of digits to go through, but let's say that we have some fairly small number of them, like 5.

>If I want to calculate physics stuff on a cartesian plane streching out to "Very Far" units on each side in 2d. an object can be at a very precise position near the center, like [1.0082, 2.5598], but if it's far from the center, I star to lose precision. 10 units out, and I can only go to 3 places. 100 units, and I can only go to 2 places, like [650.25, 554.47]. If it's more than 99998 units out, I lose whole individual units as I start to having to define things like 1.0000x10^5 for being at 100000 in any coordinate (but not just htat, but now using much more memory because I have to store "1.0000" and "10" and "5" instead of just one number.)

Fucking look at it. Look at it and laugh.
>>
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>>159466819
I diffuse to help you
>>
>>159467046
>>159460625
Where are mods when you need them?
>>
>>159467046
delet that
>>
>>159467046
this is actually true
>>
>>159467046
Bu that's not wrong...
>>
>>159460139
Currently experiencing a crippling case of dobut
Even if I can't ever make it it doesn't matter since I don't belong anywhere else so it's not like I have choice
Do you ever wonder how your life would have been if everything went well?
>>
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>>159466819
>>159467024
>>159467142
http://pastebin.com/731NTjgu

The result of this super-simple shader is >pic related. I know I set the color in the vertex shader but why isn't it interpolated so the shading is smooth?
>>
>>159467046
What the actual fuck?
>>
>>159467635
Dwelling on the past is a waste of your time. Spend your time figuring out how you're going to succeed in the future instead of wondering what you could've done differently.
>>
>>159467872
>normalize values backwards
>>
>>159467046
>>159467872
How stupid can a person be?
>>
>>159468063
I'm kind of too beaten today too do much else
>>
>>159467776
Cause your normals are fugged

Looks like you HAVE no normals
>>
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>>159468125
>>159467872
>>159467046
>>
>>159465064
Download Gimp
>>
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>>159467046
>>159467872
>>
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>>159464335
>>
>>159467872
>>159467046
I don't get it. There's nothing wrong about either of those.
>>
>>159467046
FUCKING DELETE THIS
>>
>>159469093
It's the source memester
>>
>>159469093
They are shitposting. Don't respond to them. Just report it and hide it.
>>
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>>159466185
guys pls, if it works it's a free game
you like free games, don't you?
>>
>>159467046
lol. i wonder if that person has actually ever used a computer ever
>>
>>159468458
>Looks like you HAVE no normals
But I do. If I render input.Normal as color I get a rainbow ball.
>>
>>159467046
Are we going to be like /b/? Half the posts just the same recycled content?

>post about how bloated the OP is
>source engine pic
>~20 replies to source engine pic
>this CS grad post
>>
>>159461479

Would you be able to add VR support to blueprint-only game? I am currently working on a 6DOF game, and I want to sell it, so jumping on the VR train seems profitable. Basically something like looking around the cockpit of the ship + using tilt of controllers (I assume we are talking Vive here) as joystick. I don't have much now but in the near future I think I could use your help.
>>
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>>159460625
>>159467046
>>159467872
>Dozen replies
The thread has just started and the shitposting is already off the charts. I wonder if it's just one australian shitposter or multiple ones.
>>
>>159467046
So that's the kind of thing Full Sail teaches people. Wowzers.
>>
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We must go deeper.
>>
>>159469604
you misspelled 'autistic'
>>
>>159467046
literally what the actual fuck
>>
>>159466185
>>
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>>159467046
Someone capped the original, actually. So taking out the archives again won't save him this time. :)
>>
File: Potions.png (61KB, 495x584px) Image search: [Google]
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Instead of everyone shitposting, tell me which potion design is better for my game?
>>
>>159467776
>Direct X
>Vertex lighting
Well whatever.
That's pretty wierd.
>float4 N = mul(input.Normal, World);
How is this even possible?
World is a 4x4 matrix and normal is a 3d vector, but the output is 4d again.
The compiler shouldn't even let you run this code.
>>
>>159470405
A2 and B1

>everyone
>>
>>159470405
Yeah, let me just compare the two without context.
>>
>>159470164
what caused this error? Trying to extract the entire folder or a particular file or other?
>>
>>159470314
>that image with it
Can we get him reported and banned, you think?
>>
>>159467872
I never meant to spin up such a shitfest, sorry for asking that question back then.
>>
>>159470405
A1 and B1, except turn one or t'other blue.
>>
>>159470480
agree
>>
>>159470314
>>159467046
>all those spelling errors
>99998
>trailing off into nonsense
Whoever wrote this must have been a drunk.
>>
>>159467046
i never knew how this stuff works 2bh
>>
>>159470545
Oh whoops, I'm an idiot. I used a different archive manager and it extracted just fine.

I tried to run it through wine, but got a message that I need to install the Microsoft C++ 2013 and 2015 runtimes. Is this the error you were talking about? it's probably a wine issue, sorry anon, I tried. hopefully a native windows user will give it a go
>>
>>159467872
>the little trash can icon
that he got banned for saying that is really icing on the cake. Literally too stupid to be allowed to post. fucking LAFFO
>>
>implement a messaging system
>all this decoupled communication

would highly recommend, this is beautiful
>>
>>159471065
>but got a message that I need to install the Microsoft C++ 2013 and 2015 runtimes. Is this the error you were talking about?
yes, not exactly an error, but it is very odd. Thank you very much for trying.
>>
Where does one find a musicbro to make not bleep bloop music?
>>
>>159470548
>he thinks sourcefam can be banned
lol
Every once in a while he has to wash dishes at his part-time job or he has to suck penises and steal things to make some money to afford more alcohol but besides that sourcefam can't be removed from agdg. His shitposting is so frequent and steady and he's been doing it for so many months (almost 9 now) that surely mods would have permabanned him if they could. He has without a doubt racked up the most reports for his shitposts than anyone in agdg. He might even be a top ten all-time 4chan shitposter across all boards. He's that dedicated.

All because he wanted to bully yesdevs and couldn't handle being bullied back last summer.
>>
>>159470407
Well, I simplified my code before posting it. There should be float4(input.Normal, 1.0f).
>>
How do you do recursive post hiding with the default 4chan setup?
>>
>>159466185

Worked right off the bat for me, but I have UE4 installed, so maybe my result does not tell you anything :/
>>
>>159467872
needs an "AGDG approved" logo
>>
>>159471364
Then THIS is your problem.
Next time post your full code.
It should be float4(input.Normal, 0.0f) because a normal is a direction.
float4(input.Normal, 1.0f) implies that it is a point and screws up your calculation as a result.
>>
>>159471359
>tfw got ban warned for reporting sourceposter

why

>>159471427
get 4chanX, its got so many neat things with it
>>
>>159470314
>>159467046
that must have been a troll

no one can be that stupid
>>
>>
>>159471869
this game is going to be pretty spooky when its finished
>>
>>159471350
just like make music
>>
>>159470405
Use both. B for small potions and A for medium potions.
>>
>>159471869
What kind of spooks will there be?
>>
>>159471359
>>159471680
i really like this narrative weve made for this boogeyman, /tg/'s got nothing on our worldbuilding
>>
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>I'll never be the person I want to be
>>
>>159472208
>>>/adv/
>>
>>159472334
>just b urself: the board
No thanks, I'd rather sulk over here.
>>
>>159470480
>>159470502
>>159470637

Was kind of asking if Health/mana potions should look different or should they both be universal with simply a change in the texture?

>>159472032

Planning on it, thanks.
>>
>>159471440
yh ue4 installs the pre-requisites anyway haha. Thanks anyway
did you play my meme?
>>
>>159472679

Not really, i just picked some random resolution and took few steps/turns
>>
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Implemented a graph display. First difficulty I encountered in this project. But I wrapped my head around it and I made it not shit, so I'm pretty proud of myself. I actually discovered the way red and white are displayed by accident when I forgot a variable in the code for blue/orange.
>>
I need something simple like Paint but with layers. Any suggestions?
>>
>>159470314
>>159467046
holy fucking lol. just lol. what an actual retard
>>
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>>159471593
It doesn't help.

http://pastebin.com/apiRxEm1
(using normals directly as colors)

Still, whole triangles are colored and no interpolation occurs.

Even if I make it
output.Color = float4(input.Normal, 0.0f);
the output is the same.
>>
>>159473246
gimp
>>
Looking at the gamedev hashtag on twitter makes me want to kill myself
>>
>>159473246
paint.net
>>
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progress laddos
>>
>>159473373
>>159473635
Alright, I'll take a look at those two and see which one suits my needs best.

Thanks anons.
>>
>>159473723
Aren't you the retard who wrote >>159467046

Why do you think we want your "work" here, nodev
>>
Are there any good tutorials for cameras and the relevant scripting in Unity?
I get what all the things in the inspector does and I've read the documentation but I still don't really know what the fuck I'm doing with them
>>
Why did Vine stop posting here? I saw she has a new game but I've never seen it posted in here.
>>
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>>159472208
Just do it.
>>
>>159473723
Gross.
>>
>>159473246
Krita
>>
>>159474057
Look at this thread, it's shit.
>>
>>159473347
The fact that there is no interpolation could only mean 2 things.
A: Your settings or importer are fucked
or more likely
B: Your normals are fucked to begin with.

How did you generate the model?
Also try
float4 N = normalize(float4(input.Position.xyz, 0.0f));
just to check that the interpolation works.
>>
>>159474067
Peter Dale knew his shit.

I think the man in the glass has already given up on me though.
>>
>>159473723
Horrible. Complete filth. Why is this allowed?
>>
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>this is our hero
>>
>>159474067
what a selfish point of view
>>
>>159474726
>Vine
>our hero
What are you talkig about?
>>
>>159474465
I prescribe
https://www.google.com/search?q=beyond+good+and+evil&ie=utf-8&oe=utf-8#q=nietzsche+beyond+good+and+evil&safe=off&tbm=bks
>>
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>>159474393
It worked.

I've made a sphere in 3D Builder which is a default application in Windows 10. Saved it as .stl.

Does that mean that my models have fucked up normal data?
>>
>>159472208
>doing my best
>people still don't think my game is enough
>>
>>159471312
I updated my wine build and now I'm getting this?
>>
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>>159474465
He hasn't given up until you're dead.
>>
>tfw valgrind logs so many opengl memory leaks you can't even see your own
>>
>>159475201
You should really be more careful, Owen. You know that patches are just rolled out to break stuff.
>>
Unity: Anyone know how with the new UI system you tell what object triggered the event?

button.OnClick += Listener;

void Listener() { who the fuck called me? }
>>
>>159475201
curious
I'll have to look into that
Thanks
>>
>>159475201
Good job, owen. We have you now. :)
>>
>>159475238
>all who have succeeded worked hard
Silly Asian mentality. America is full of successful people who haven't done shit.
>>
>>159475437
>he's talking about having money when we're talking about success
lmaoing at this kid rn
>>
>>159475540
>>he's talking about success when we're talking about success
>>
>>159475437
>Success is measured in how much you're paid
But that's wrong

Is it success when a CEO runs their company into the ground but escapes on a golden parachute?
>>
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>>159475347
>>159475404
Oh fuck I can already feel anonymoose doxxing me, better change all my passwords and cclean my futa collection
>>
>>159475069
>Does that mean that my models have fucked up normal data?
Yes
Your triangles don't share vertices, instead every triangle has 3 vertices that all contain the triangle normal.

I've never usde 3D Builder or .stl, but after a quick look at the wiki it seems that .stl only outputs one normal per triangle, which is just shit.
Try to export it as a obj file.
>>
>>159475614
American """culture""" everyone. This is why you're decadent now, your country won't even last another century.
>>
>>159475437
successful people are called successful because they succeed, you can't succeed in something you ain't working for, it always needs a certain amount of work, sometimes more, sometimes less. But most of the time more.
>>
handling projectiles in a 2d game where I have things like tall trees is making my brain sore.
>>
>>159476091
What's the problem exactly?
>>
>>159473723
what the fuck man.
>>
>>159473723
This is fucking terrible. Why is this allowed here?

>>159475997
>it always needs a certain amount of work,
Unless you come from old money or have crazy good opportunities not afforded to others, which is 90% of "successful" people.
>>
>>159463749
Yes, there was a poll.
>>
>>159472078
Its going to take place at a University over winter break during a blizzard. Elites from around the country gather here as part of a cult, where the elderly transfer their souls into cadavers, to extend their lives. Newly risen cadavers, called "Ergodics", are blind and deaf and wander aimless, but will attack the player if the player comes near. So they sort of function as shambling zombies, only they don't hunt you, they just represent an omnipresent threat.

Other enemies will include some demonic shit that will show up later in the game, but I haven't planned that far.
>>
>>159476235
raytracing from shooter to target I will hit tree sprites. sometimes the projectile should hit the tree, because it should be between shooter and target if this was 3d, other times it shouldn't hit the tree, but the raytrace will because this is 2d.

trying to figure out how gracefully determine if the projectile should not hit the tree and be sprite sorted behind the tree as it passes.

this is all brainwork because I am at my wagecuck job right now and can't test out my ideas on how to handle this.
>>
>>159476787
have you considered using a smaller hitbox than the sprite, maybe even defining it by radius or something
>>
>>159476664
reminds me of my univeristy
>>
What kind of challenges does a indie developer when trying to make an online 3d game?
>>
>>159477034
Having enough concurrent players for a game to start
>>
File: progress.jpg (1MB, 2560x1408px) Image search: [Google]
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>>159473960
>>159474179
>>159474578
>>159476350
>>159476506
Rate my progress pls
>>
>>159477086
N I C E

>>159473723
Just fuck off already. Do you hear me? Your """game""" is trash. FUCK. OFF!
>>
>>159476787
can you post a visual example? not understanding what you mean
>>
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How do I make it not look like shit?
>>
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>>159477034
The fact that your game has a near zero chance to reach the critical mass required to sustain itself. It's depressing to see some really good games die because indie MP focused titles are very, very hard to pull off.
>>
>>159477242
Change virtually everything
>>
>>159477242
you cant
>>
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>>159477086
That's a Commandos screenshot
>>
>>159476879
the tree needs a collision matching it's shape because arrows will hit them and stick there when they are suppose to.

I know how to determine when the arrow should hit the tree or fly throw and be sorted behind, I just am working out a way to sort collision channels. I don't want to just turn off that tree's collision briefly, because maybe it needs to block an enemies projectile at that moment.
>>
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>>159473723
>>
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>>159477086
Army Men/10
>>
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>>159477331
>>159477304
k
>>
>>159477419
Have the tree have two separate colliders one for each occasion.
>>
>>159477212
I will when I get home and try things out.
>>
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>>159476506
>Unless you come from old money or have crazy good opportunities not afforded to others, which is 90% of "successful" people.
Old money and crazy good opportunies don't just magically appear, it's the result of people succeeding before and passing it on. That's called inheritance. And 90% of those inheriting people inherit both the same succeeding characteristics as their forefathers and the means to succeed even further, which is why they keep succeeding. They have a headstart, but most of the time they also have to compete with people who have the exact same inheriting circumstances too. Even if you are born with long legs, you still have to walk the road.

Stop being a lazy defeatist little shit, trying to lay blame on luck or inheritence of others. They are not responsible for your own failure.
>>
>>159473723
this is awful, man
>>
>>159474726
>only contribution of value to agdg is making the demo day pages
>hero
>>
>>159477605
>it's the result of people succeeding before and passing it on.
not really

bill gates just happened to go to an elementary school that had a computer well before computers were cheap. he didnt do anything to deserve it other than be lucky

zuckerberg literally stole the facebook concept form the Harvard Facebook which was already a thing, and social media was already popular and prolific thanks to MySpace and Friendster and Classmates and shit

actors and actresses and pop stars and other performers are just a matter of being "found", like how bieber was picked up by Jay-Z

sorry shitfam, your """"hard work"""" isn't gonna get you anywhere, especially not while it's still like >>159473723 lmao
>>
>>159477538
but say the player is facing two enemies. Player shouldn't hit tree. Enemy 1 shouldn't hit tree, but Enemy 2 should. I could assigned player and E1 to a channel, and 2 to another... but then there are situations when there are more trees! Like player passes through tree 1 but hits tree 2, E1 passes through both trees.

need to think of something that doesn't require many collision channels and rapid channel swapping

and every damn captcha made me pick trees
>>
>>159477978
what? literally how are you handling collision in the first place because none of that makes sense
>>
>>159477978
Captchas made me realize surveillance is real. I started studying Japanese a while back and a few days later I started getting a lot of captchas of Japanese signposts whereas before I'd never get those.
>>
>>159471680
>implying I'm going to give access to my google account to some neckbeard from /g/
>>
>>159475869
I works now. I really appreciate your help. I won't even say how much time I've spent on it.
>>
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>>159473723
>>
>>159477978
why should the second enemy hit the tree and the first not?
>>
>>159477896
This is one of the worst posts I've ever seen on this site, I don't even wanna go into why I think it's so awful bc it's just not worth my time to even think about it anymore
>>
>>159470405
A2 is best.
>>
>>159469602
Yeah, easily.
>>
>>159478772
this but for >>159473723
>>
>>159478126
I need to show you pictures, but I can't do that right now. Try to picture like Golden Axe but with bows and a tree in the middle of the play area. You can go behind the tree, in front of the tree. That tree has a collision box at it's base. That's just for movement. It also has tightly wrapped box around it's entire shape for generating hits and overlaps.
>>
>>159478708
depending on where they are standing, the angle.

okay, closing time be back in a few hours
>>
>>159477896
>bill gates just happened to go to an elementary school that had a computer well before computers were cheap.
And the reason he was able to go to that school is because his father worked hard. Also Bill Gates worked to create his software, market is succesfully and compete with other incoming software giants.
Ingredients: inheritence + opportunity + luck + hard work

>zuckerberg literally stole the facebook concept form the Harvard Facebook which was already a thing
His father worked hard to send him to harvard, where he had the opportunity to witness the concept, and worked hard to recreate, and market it succesfully. Same ingredients as before

>actors and actresses and pop stars and other performers are just a matter of being "found"
Yeah, but they can't be found until they create performances to be found. Same ingredients as before

Everyone has some kind of inheritence, luck and opportunity, some more, some less, but you still need to work to succeed if you want to succeed in something. These people didn't get somewhere just by vegetating.
I mean you have inherited something from your parents too, and now you have a PC and opportunity to create a Videogame, and if you have a bit of luck and work hard on a videogame, it might become the next best videogame in the history of mankind, but because you are a little shit who gives up before he even starts, you don't. And that's the fucking difference between succesfull people and you. They did something. You don't.
>>
Guys, what do if I don't want to make a game by myself but I don't have any friends?
>>
>>>/v/356942764
Will your game ever have threads on /v/?
>>
>>159479308
then you're fucked
>>
>>159479308
make it with agdg.
>>
>>159478298
No problem.
Ask again if you're stuck and don't forget to post progress.
>>
>>159479145
draw it in mspaint I don't know if you are retarded or just can't explain things properly
>>
>>159479170
>And the reason he was able to go to that school is because his father worked hard.
it was a public school. he got in on the ground floor of software because he happens to go to the correct school that had invested in a computer before it was cool. same for a lot of software people from around that time -- time on a computer was incredibly rare and hard to get, so it was people who had access for utterly arbitrary reasons who got gud.
>>
>>159479367
I try to make them but I was a sucker about "you shouldn't samefag hurr" so I don't know how to bump a thread and give it that life support until it catches on
>>
>>159479481
What is your game?
>>
>>159479395
Welp looks like it's time to kill myself
>>
>>159479481
Where is your fucking game, nodev piece of shit?
>>
>>159479629
but if you kill yourself, you won't make game
>>
>>159479469
Are you actually this fucking stupid? Or simply bitter trash? You can't blame everything on luck. Microsoft Software didn't just happen to write itself. It also was his choice to write it he might as well have tried to become a football player if he made another decision. Just a single wrong decision, just a night less of working on his software and being a lazy shit like you are right now, might have changed the entire situation.
>>
>>159480115
>It also was his choice to write it he might as well have tried to become a football player if he went to literally any other elementary school, as 99.99% of the world did
ftfy

btw if being successful is so easy, where is your game? :^)
>>
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>>159480249
>btw if being successful is so easy, where is your game? :^)
I've got it right here, you bitter shithead. Where's yours?
>>
>>159467046
and these morons go around claiming to know how to program and that they know how computers work...
>>
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>>159480249
Can you guys tell what this?
>>
>>159480914
LOLLLLLLLLLLLL

never change, shitfam. hahahahahahaha
>>
>>159480249
That's where the "not everyone who works hard is succesfull" comes into play, but at least i am not a worthless vegetable like you who breathes air away and gives up because of that and blames it on everything but himself.
Have fun writhing in your own misery and your foreverlasting depression and self dissapointment, thinking the world is so unfair to you.
>>
>>159481020
looks like a monitor but the back is all weird
also its a weird beige color?
>>
>>159480914
Whats the story behind this image? Was sourcedev a shitty dev who go bullied until he went insane?
>>
>>159467046
holy fucking what the fuck is this alphabet soup

>>159481214
thanks for your input, nodev. actually, no thanks. why would i listen to someone who has no game? lol. :)
>>
>>159481373
Close enough. I'll consider this a finished product.
>>
>>159481389
Merely an old wives tale m'boy. Sourcefam never actually existed, he's just a story we use to scare new devs.
>>
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>>159467046
What a lunatic. What kind of drunkard bully writes this nonsense?
>>
>>159481705
he actually killed several devs in real life though.
>>
>>159481986
I have no idea what you're talking about.
>>
>>159481498
>defeatist cuck
>calls other nodevs
There is a difference between being succesfull and having a game. Doesn't even matter where mine is to be honest, but where is yours? Oh right, nowhere, because the world is unfair and you can't ever be succesfull, no need to even try making a game, right? Why are you even breathing? No need for you to keep living.
>>
>>159481558
I was just memeing friend, pretending to be a dumb millenial who didn't know monitors used to be fat
>>
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>>
>>159482181
>>159481498
>Drama
>On my agdg
This is what happens when you spent too much time self loathing or stressing over shit and not enough time making game
>>
>>159481020
It appears to be some sort of box but I'm not sure what comes inside
Is that side black or translucent?
>>
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How do I become a wide gamedev?
>>
>>159483070
Use wchar_t
>>
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post more progress pictures, i need it to sustain myself!
>>
>>159483106
wew'd
>>
>>159483106
ayy lmao

>>159483070
Is wide the new thicc?
>>
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>>159483279
>beautiful artistic rendering
>brutal jpeg compression
>>
>>159460139
>Wake up feeling like shit
>Absolutely depressed
>Regret wasting so much time trying to make a stupid videogame
>Finally manage to get out of bed to go to the bathroom
>Turns out I was just constipated
>Now I'm perfectly happy but my but hurts when I sit
>>
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>>159483279
Found out I can blend two graph displays.
>>
>>159483595
thanks blog.
>>
what are some game ideas where i can get shot at
>>
>>159483595
Use a cushion or get a standing desk.
>>
>>159483698
Just trying to do my part friendo
>>
>>159483745
[insert joke about blacks and cops in murica]
This is what you wanted, right?
>>
>>159483745
Aumented reality mobile ge where you play as a cop in a real life ghetto
>>
Any tips for making UI? Style-wise, I feel like mine's looking a little cluttered.
>>
>>159483678
What game?
>>
>>159483991
Looks like a big nothing to me.
>>
>>159483328
thicc is the new wide
>>
>>159484051
Mine. Still in prototyping phase, so no title. Will be about pushing lotsa buttons for resource management.
>>
File: Progress.jpg (701KB, 1443x981px) Image search: [Google]
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>>159483279
Haven't spend a lot of time on this for the past 2 day, but I started blocking out where some of the man made structures are going to be, added some distance terrain and new fog effects, and started on the ground work for the AI behavior.
>>
>>159483991
I like the nihilistic look
>>
>>159484264
Are you making a Myst
>>
MessageSystem.AddListener<PlanetarySystemBodySelectedMessage>(OnPlanetarySystemBodySelected);

Mistakes have been made.
>>
File: rooms.png (46KB, 1920x1080px) Image search: [Google]
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Okay, I am seriously about to pull my hair out.
I need to delete the platforms between these two rooms so the player can move through them. But it's randomly generated, so I don't know where each room will be relative to the other rooms. All I have is a vector with the x,y positions of the rooms.
Basically, I know the rooms' x,y positions, and I need to know which sides of the rooms need to be deleted in order to allow the player to pass through. What fucking do?
>>
The /v/ game dev threads are so much better than AGDG it's not even funny.
>>
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>>159482380
Well, thanks for the feedback. Here it is in-game.
>>
>>159484767
How does OnPlayetarySystemBodySelected() receive arguments?
>>
>>159485113
Do they actually make games?
>>
>>159485214
Do we?
>>
>>159485149
What exactly am I looking at?
>>
>>159485338
>Asked about 2 hours after the thread went to shit because Gogem's game got featured by two youtubers.
I dunno, you tell me.
>>
>>159485338
I'm not sure
>>
>>159485206
It receives one PlanetarySystemBodySelectedMessage message struct that contains additional arguments.
>>
>>159485547
>PlanetarySystemBodySelectedMessage
What the fuck
>>
>>159484960
I don't know how applicable this is to your approach, but take a look at how Spelunky sets up its random levels. There is an article on it.
>>
File: AGDG GreatSword.png (42KB, 547x571px) Image search: [Google]
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>>159483279

I don't know if asset creation is progress, but it's the closest I've got.
>>
>>159485776
That sword could use better materials and textures
>>
>>159485594
It's so when I click a 2D planet icon in the solar system view, my camera responds appropriately.
>>
>>159485776
looks dope, 10/10 would slay infidels with!
>>
>>159460139
Has agdg ever been to a game design school?
There is a multimedia thing here, I went to a contest pnce and the only good thing was what the 3d students made
>>
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>>159486062

It's my "style".
>>
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>>159485364
>>
>>159486975
the models are fine but that's not a style
>>
>>159486975
Are you making an N64 game?
>>
>>159486975
your style is shit
dont stop
>>
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>>159484542
I've never played Myst, but from what I understand of the game, no?
Mostly because I don't really have a game plan, just me testing out ideas for how I could make a game about exploration that's more then just "see that mountain" while it still not being an adventure game about killing monsters and getting sweet loot in a "rich" environment.
>>
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How do i make a real time clock?
>>
>>159487401
every 60 seconds, add +1 to a minute and reset seconds to 0, then if minutes is also equal to 60, add +1 to hours and reset minutes to 0 as well
>>
>>159487401
void RunClock():
while (true):
sleep(1000);
RotateClockHand(6);
end while
>>
File: AGDG newer weaps and one sheld.png (209KB, 814x910px) Image search: [Google]
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>>159487104

What do you mean it isn't a style? Everything is a style, even if you think it's bad that doesn't make it not a style.

>>159487236

No.

>>159487249
Thanks.
>>
>>159486975
Tip. Use nearest neighbor texture filtering. It will make this stuff look a world better.
>>
>>159487775
>while(true)
Lmao

Reminder that you share a board with people like this
>>
>>159486975
That's either the biggest dagger or the smallest cub in the world
>>
>>159488091
A cub is by definition smaller than an adult mace.

>>159487868
It's fine, really.
>>
>>159487634
>>159487775
No like the one in the picture.
>>
>>159488203
Never scare a mother mace with its cubs.
>>
>>159488734
You killed the thread
>>
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>>159489462
>>
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Any UE4 devs know a good way to center HUD text?

Am I going to have to count the characters in a line, and just add an offset to the HUD?
>>
>>159489573
I seriously hope UE4 fonts have a way to measure the width/height of a line.
That's basic shit, you shouldn't have to be counting anything.
>>
>>159489573
Did you try changing the justification to Align Text Center?
>>
>>159489573
Just add a bunch of spaces before and after
>>
>>159489773
Where would that sort of option be found? I'm just using a string, and a DrawText node
>>
>>159489573
Lemmie see your HUD blueprint faget
>>
>>159489687
Just checked and it does. So this will work nicely. I'll just offset the text using this. Thanks.
>>
>>159489883
>I'm just using a string, and a DrawText node
Are you using C++ or blueprints?

If blueprints, are you doing anything in the designer tab?
>>
>>159490015
Good, I'd honestly be shocked if an engine like that didn't have it.
>>
>>159490015
as someone who wrote their whole UI in the HUD class and regrets it, you should definitely be using UMG
>>
>>159460139
>another pedo OP
>>
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Trying to get better at weathering textures, did I go too heavy on the paint scratches?
>>
>Owlboy is a 'hi-bit' adventure game
>hi-bit
What the fuck kind of meme term is this
>>
>>159491864
well it does look well used if that's what you're going for
>>
>>159491864
Looks good to me.
>>
>>159487385
i think your game would be great if you never get to see the player characters face.
>>
I came here to post progress. What is all this shitposting.
>>
>>159488058
>infinite loops are never useful

Reminder that you share a board with people like this
>>
>>159491864
reminds me of the second pokemon generation phone thingy
>>
>>159493218
It's the upper leg for a mech, but I guess it could work as that too
>>
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I like Aseprite

I wish I could move the cursor with arrow keys though
>>
I really wish Unity had some function in Mathf that allowed a quick Pythagoras calculation of a hypotenuse or side rather than
c = Mathf.Sqrt(Mathf.Pow(a, 2) + Mathf.Pow(b, 2));
>>
>>159492338
from an immersive/mysterious sort of way, or because the face look like shit?
>>
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A few things since yesterday.

>entities now render themselves by appending their own data to the vertex buffer array via function pointers
>can now have an arbitrary amount of entities in the space

This is going to be a platformer, but making the player a rigid body just caused a million problems from tunneling to being just fucking unwieldy in general. But hey, at least I'm learning about physics engines. The player is now a kinematic body and I'll have to do player physics myself. It's still worth it because Chipmunk handles spatial hashing and generating collision callbacks. :^)
>>
>>159494606
you mean this?
https://docs.unity3d.com/ScriptReference/Vector2.Distance.html
>>
>>159494635
Not him but I think it would fit wonderfully in the mysterious way. Kind of like Gordon never speaking.
>>
>>159494742
>entities now render themselves by appending their own data to the vertex buffer array via function pointers
This doesn't sound like good design to me at all
>>
>>159494635
I believe he meant the latter, and I agree.

I like your art direction and your plan for the game. The Witness sounds similar, where you explore without combat, and are rewarded by gaining access to new areas.

Your kind of "loot" could be exploration based, like finding character upgrades that let you explore better. Like climbing boots to climb walls, or special shoes to run faster/jump further. Or a glider to glide with. Or just a torch to explore pitch black areas. Maybe thats too zelda though. I look forward to what you come up with!
>>
>>159495197
They don't actually do any draw calls themselves. They are just passed a reference to the buffer that will eventually be sent to OpenGL and all it does is just put its vertex attribute data in there. Right now it's just an array of struct VertexAttrib {
GLfloat x, y, w, h, origin_x, origin_y, rotation, scale;
};
>>
>>159495435
To me they shouldn't know about OpenGL at all.
>>
>>159495549
They don't. They are nothing more than putting data into a "thing" that the actual rendering system will use to render in the next pass. Perhaps the GLfloat there is confusing you?
>>
>>159494763
That's not quite the same, like if you had two floats 'a' and 'b' using that you would first declare a dick = Vector2(a, b) then have to do distance(dick, Vector2.zero). Maybe it's just me bc I like games with maths in them but I feel a Mathf.Pythag(a, b) is needed often enough for them to implement it.
>>
>>159495663
Actually nevermind it's fine
>>
>>159495814
well it's pretty trivial to write your own global function

I think your use case is pretty rare in game dev. In most games you would get a/b from vectors anyway.
>>
>>159495952
Why the sudden change in heart?
>>
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>>159496127
I read your posts wrong.
>>
The "Why the sudden change in heart?" isn't me.
>>
Ignore that guy, the "Why the sudden change in heart?" was actually me. Also I suck dicks.
>>
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>>159494635
like >>159494931 said
I think it would add to the charm of the game greatly. Dont know why. Also the character looks like Snufkin
>>
>>159496057
I know I know, it just doesn't seem Unity's style considering some of the conceptually easy stuff get their own functions when they're not even a long winded process to work out anyway.
>>
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what did it mean?
>>
>>159496934
i like the idea of agdgers in real life
>>
>>159497258
Me too until I realize most aggydaggers are not going to be as attractive or as agreeable as myself.
>>
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>>159497387
>>
>>159477605
>Duplicate file exists here
>Follow it
>I never even changed thread

I was scared I'd end up in some MonsterGirlDatingSimGeneral
>>
So seriously- what's the best engine or method to create a text based game? I'm looking for something a little more complex then a choose your own adventure.
>>
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>>159494931
>>159496635
I agree with you and at the moment with the shitty camera controller I have there is no way to get a good look at his face, I'll try to preserve that when I rewrite the camera if is doesn't make the camera frustrating to use, might make him tip his at down if you try to look at his face or something.

after now looking at some pictures of Snufkin, I'm strongly contemplating whether or not he needs a scarf..

>>159495294
how can you not like such a lovable face?
about getting character upgrades that let you explore better, I think that's a great idea and I've been thinking about that too, I can't remember if I said this some threads back when I posted about the climbing mechanic I'm working on but it's giving me a zelda-y vibe, and I'm not sure if that's good or not.
>>
>>159497735
Gentoo
>>
>>159463690
>4GB
It's actually 10GB. It's painfully big, but it's still worth it.
>>
>>159497735
lol it's not 30 years ago anymore stop living in the past

literally nobody wants to play a text-based game
>>
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>>159498104
BRUHHHHHHHHHHHHHH
>>
>>159497831
Well it is one of Zelda's strongest points, and I think you could go a lot further with it if you wanted, since it'd be the meat of your game. Make it a bit more complex, a bit more difficult, throw in a bit of a intriguing story, and I'd probably buy it.

I like the idea of progressing from a plodding traveler to an exploring god a lot.

Also, if you do a face, maybe do a really tortured/creepy one.
>>
>>159498287
Not that guy, but I'd love to make a 3D dwarf fortress that is slightly more intuitive. But I'm an artist, of course. No programmer wants to touch that hell.
>>
>>159498720
Rimworld comes close
>>
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OK at last I have a plan

my intended map is thousands of kilometers square, so how to map it without spending years on it?

Well google maps has an api. And you can supply any set of coordinates to that api. I can easily calculate the coords I want (AND google earth exports the coords I made in KML which is basically an html markup so easy to parse).

So I can just set points whereever I want, get their exact elevation, and export this all to whatever mesh I want. Then I'll use an adapted midpoint displacement algorithm to generate a mesh along the coordinates I set

Very exciting stuff. I'm so glad google has this api so easy to use.

Then last google provides in their terms of service to use it in commercial projects as long as you don't break any api rules (which I won't, I'm just requesting elevations)

turns out learning python wasn't a waste of time after all
>>
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is there such a thing as game dev ateliers?
>>
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>>159498995
I wish
>>
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>>159497831
please make sleeping with your hat over your face a feature
>>
>>159498995
no, game's aren't art
>>
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>>159498995

Where the greats are made.
>>
>>159460593
>not a single reply

Thanks sourcefam.
>>
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>>159467046
this pic was from last time I visited, just a reminder when someone insults your work, it's being insulted by a child nodev
>>
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>>159500274

That's hilarious
>>
>>159499173
>>159498601
>>159497831
>world starts off bright and cheery
>slowly decays over time
>sky falls in chunks
>terrain falls in chunks
>revealing pitch blackness
>acts like a timer for the current goal
>which is a checkpoint that you sleep at
>sleeping resets the decay but it gets faster each day

Name it Fall.
>>
>>159500435
Faal.
>>
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>>159500435

>Take something cool and comfy
>Make it into edgy 'le majora's mask throwback' shit

No.
>>
>>159500594
Remind me which zelda is more popular again, the comfy one or the grim dark one?
>>
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Tfw actually ready for demo day
>>
>>159501796
>2 days
>have game but never posted it
I'm not done either. fuck.
>>
>>159502126
no one plays whodev games. you fucked up
>>
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>>159465993
Some pouches and bags on the cross belt wouldn't go astray. Also, if he's a swordsman or the like, some segmented leather or steel armor on his left arm up to the shield pauldron thing could look good.
>>
>>159477393
Desperados 1, actually
>>
>>159501383
Majora's Mask is certainly not the most popular.
>>
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>when you want your background art to look good like below but all you manage to do is get stuck on the above

I don't know anything about the proper workflow here. Or how to create a wall/ceiling texture that isn't just a goddamn flat. A is also a pin in the ass when wall colors are too similar HSB-wise that you have to carefully adjust values numerically. And STILL doesn't look good, as can be seen in the part to the upper left.
>>
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>>159501383
maybe more popular here, but not where it actually matters
>>
>>159502805
Going out on a limb here, but why not look for a video showing someone creating something like the bottom picture from scratch?
>>
>>159502841
TWIPRI WAS GRIM DAR
>>
>>159502841
>majoras mask is the only grim dark LoZ game

cmon now fampai
>>
>>159502247
Yea, I'm more concerned getting it done though.
>>
>>159503000
I considered that, but I'd rather have some text on that. Sadly I didn't find anything helpful.

I hate wasting time sitting around and watch a video for several minutes when I could get the same from skimming a text in way less time. It just feels faster.
>>
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>>159503103
What, twilight princess? The one where you run around as a wolf and fight spooky scary shadow people? You can't compare that shit to MM
>>
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>tfw when you're typing a long ass stupid question, but you figure it out as you're typing

Thanks guys you're the best.
>>
>>159503860
shit i was just about to type a long ass detailed answer to your question
>>
>>159503774
I only played through Majora's Mask for the first time about a year ago (despite having owned it on N64) and fuck was it good and something that sticks with you.
>>
>>159503860
A good way to troubleshoot is to explain the problem to someone else.
>>
>>159504146
https://en.wikipedia.org/wiki/Rubber_duck_debugging
>>
>>159503774
What about the one where the fucking world ends and all the townsfolk become zombies?

Or the one that starts off with your father dying and getting framed by an evil demon posing as the king so you are pursued by guards and mistrusted by everyone?

Or the one where you wake up alone on a island and have to wake its guardian who's being kept asleep by a dark nightmare god?
>>
>>159502805
Be careful with the vanishing point perspective if you plan to draw characters in the scene as the characters will need to also fit (be scaled to) that perspective to make sense.

For your art you can start by getting rid of the black outlines. You need to form things with shading and texture details. If the ceilings and walls are just a flat color then so be it (wallpaper is long out of style now).
>>
photoshop is an unoptimized steaming pile of shit
>>
>>159503103
We were specifically talking about MM.
>>
>>159504674
i agree. it's absolute shit for hand drawing too. i only sticked around for the dank algorithms and image editing capabilities
>>
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>>159504638
I think it will work, scale wise. This is just me trying to redraw the background in a style that fits the sprites better.
>>
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I finished the remaining tasks from my first playtest (there were 37 tasks in total). The last ~15 which I did today were adding a bunch more sound effects, updating some of the UI colors, adding point lights to the torches, and some other minor stuff. Tomorrow I will do another playtest and hopefully there won't be much stuff left to fix this time.

I do want to do status effect icons before demo day but it could be tough. There are like 15 icons I'd need to make for that, and I am really bad at all art. And now that I think of it, I need to make the icon for 4 more artifacts still.
>>
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>>159505356
reee
>>
>>159505746
dang they copied me. can I sue?
>>
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I rewrote the script to be a state machine instead of one large never ending series of if statements. It reads a lot easier now. the video is a little low in quality. I can't remember the ffmpeg line I have to write to keep it consistent and small. maybe the comrpession I use (-c:v libvpx) isn't the best.

I have a few problems though.
1. I can no longer use he normal of the wall I hit to find the direction I should be facing when on a ledge. ( I could fix this by quickly doing a raycast when you do hit to find the normal of the wall you're against) This is because the raycast now casts down and also checks if the normal is (0,1,0) this means you can only grab on to and climb a flat surface. Not sure how to feel about that but fr now it's fine.

2.the cylinders script I wrote doesn't seem to rotate you, for lack of a better word, properly. For some reason when you hit a pole I must not be doing the order of things correctly I would like it so you can just hit jump over and over to jump back and forth between poles.

3. no dust yet but that shouldn't be a difference when adding that

4.I'm having some trouble with the way the character moves which may improve in future when I add a direction slide for when you try to move in the opposite direction but for now the character is very slippery if you continue to hold on the movement vector which I will need to fix. There's another problem with the movement too because I'm trying to clamp the magnitude of the vector velocity where if you slide and get a lot of speed but then hit jump you flip up and almost instantly stop.

I still have a lot of weird debugging to figure out but I imagine making sure the character works all the time is the hardest part and worth doing. Everything else should fall into place once the main character is done.
>>
>>159506060
>Overgrowth 2.

Can we expect a beta in 20 years?
>>
>>159506060
I use webm for retards, its pretty nice

1. just do two raycasts

4. Yea, it seems like the sm64 type 180 turn slide is used to hide what would be a complete stop and reversal of direction. Other than that slide mechanic, turning completely ignored momentum. Right now your controller looks like it can drift (facing one way, moving another) What are you using to move your character? Rigidbody.Addforce? and forcemode.VelocityChange or other?
>>
Got a bit of a headscratcher here...

I'm making an FPS in unity and I'm trying to fire projectiles from a gameobject located at the tip of the muzzle of a weapon model.
However, the transform.forward of the firepoint gameobject runs parallel to the center of the screen, which means that the projectile trajectory and the crosshair don't line up.

The two solutions I can think of are
A) Desperation ghetto rigging it by manually rotating the firepoint's transform so that the trajectory passed to the instantiated projectile intersects with the center of the crosshair at some point. Obviously this solution doesn't work unless you're at the ideal range, however.

Solution B)
Raycast a ray from the center of the camera and then take the hit.point and make the firepoint look at the point. This works unless the ray fails to hit anything and returns a null value.

Is there a way to find a point on a raycast even if it fails to hit something? Is there a better solution than using rays?
>>
>>159507085

I'm using rigidbody.velocity. That way I think I have more control. I was reading through some of those unity answers and people were saying addfroce isn't the best for this kind of thing so I made it all consistent and velocity based.

The rotation is based on the movement vector (the axis input into world coordinates) not the velocity.
>>
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I have GMS2 beta downloaded now but I'm kind of stumped on what to do with it. I'm pretty shit at pixel art; anyone have any suggestions for recent hand-drawn games to ape a style from?
>>
>>159507189
can you just spawn the projectile in the center instead of at the muzzle?
>>
>>159507189
Just shoot from your view instead of from the gun you retard.
>>
>>159507596
>>159507698
They're visible projectiles, so shooting them from the center of the camera will look wrong.
>>
>>159489573
Why not use UMG?
>>
>>159507763
Every other video game ever has just shot them from the middle senpai.
>>
>>159506060
2. What are you using to orient the character when they get onto a pole? It seems like you'd possibly want the opposite (transform.forward), but that wouldn't always line up with the pole.

>>159507274
That is usually the best. I've got pretty good results with calculating
vector3 velocityChange = ((normalized xz plane input vector3) * speed) - current velocity
then you clamp the xz components of that to a desired max and apply it as a addforce velocity change or a manually set velocity.


>>159507189
Solution B: except you shoot from the center of the screen. As long as you make a nice muzzle fire and don't plan on following the bullet with a camera it should be fine

Otherwise if you really wanna shoot from the barrel, realize that at sufficiently long distances the gun is going to be straight forward anyways, so just have a fallback of straight forward if the ray doesn't hit, or angle it so it hits the forward ray 500 units down.
>>
>>159507763
if it's really a big deal you could translate the projectile left a couple cm every few frames until it reaches the center
>>
>>159506060
I'm pretty sure the Mario camera zooms out when you grab a pole.
>>
>>159507946
I meant (-transform.forward), and maybe that could work as long as you set the position on the new pole from that
>>
How the fuck do I design vehicles?? I feel like a 5 year old trying to draw a car.
>>
>>159508129
because you are
>>
>>159507946
>angle it so it hits the forward ray 500 units down.
I'm thinking that that is the only solution.
>>
>>159508047
I will have to update my state machine for the camera. That sounds simple enough and it would help with guiding jumps. I wouldn't want the player to ever make a blind jump, those are a cardinal sin.

>>159507946
yeah the pole is probably an issue of me setting the position incorrectly.

The problem with the clamp stuff is that I think in mario if you jumped up after sliding you'd still have that motion in your velocity vector for a while. I will have to try some stuff out later.
>>
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>>159507189
Most games spawn the bullet from the camera, and in the majority of cases this works fine. If you want to get really anal about having the bullets come out of the gun then you have a couple options.

The first is you just say fuck it and fire it from the gun and deal with whatever misalignment there is. It won't be much unless the target is right in your face. The old Tribes games did this, and they were heavily projectile based, and it was fine.

The second is to just eat it and do it like almost every other shooter out there where the projectile comes out of the camera. (Pic related) Unless your projectiles are REALLY slow and REALLY big, the player probably won't care or notice anyway.

The third is to do some kind of convergence thing where the bullets are aimed at some convergence point. This can cause a whole host of other issues, like creating misalignments even greater than if there was no convergence in some cases. This sort of thing makes the most sense for third person shooters where there are huge misalignments between the camera and gun.
>>
>>159506060
What gender is the rabbit?
>>
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I don't want to dev anymore but there's no purpose to life if I don't
>>
>>159508687
>Unless your projectiles are REALLY slow and REALLY big, the player probably won't care or notice anyway.

It's for rockets and grenades, so big and slow is definitely in the bag. Either way, pretty much every mech warrior and flight sim game does projectiles and lasers that spawn from hardpoints and converge at the crosshair regardless of range, so there must be a way to do it.
I was thinking of just setting a convergence point if the raycast returns null and then making the projectiles disappear or explode then they hit that point.
>>
>>159509013

I don't know. It's a doll. I am leaning female though but ultimately it's a doll that will probably be called 'rabbit' or something neutral.
>>
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I'm getting completely carried away with this landing gear thing.

I'm still undecided on whether I should go with skids or wheels. I think skids would be cooler because then you can have sparks fly out of them when you slide, but I haven't thought of a way to make it so that the skids are always aligned with the ground under them. I.e., parallel to the ground when resting on the ground.

Wheels are a hell of a lot easier and that problem of a skid clipping into the ground because it's not angled right disappears completely. It also means that once sitting on the ground, being able to move the ship around after landing won't look as silly as it would with skids.

Wheels aren't as interesting though.

The moving around with skids thing is something that I've always wondered about Battlestar Galactica. All the Vipers have skids, but once they land and come to a stop I can't recall them ever showing how they move Vipers around. They're either sitting around getting worked on, or already in the launch tubes. I assume they just scrape them across the floor and make horrible screeching sounds.
>>
Unreal 4 here

So I have a system where the character clicks and the object infront of them is added to an inventory array while the actual object itself is deleted from the world

My problem is if you click rapidly (like more than once a second) when the game is over Unreal screams at you that an object was forced to ignore the command to delete itself because it was deleting itself.

It doesn't effect anything, but it's quite irritating
>>
>>159509283
should be easy to add a branch node and fix that
>>
>>159509283
isn't the real problem that you're letting the player click on an item that was deleted?
>>
>>159509197
If this is a mech game, then the guns should converge on whatever is under the crosshair. If you have a targeting system, then have them converge on whatever the target distance is, that way you can lead a target correctly and still have your projectiles converge on the target when the target gets there.

If you have no target at all, and there's nothing under the crosshair, then a fancy way to decide convergence is to make it whatever the maximum range of your guns are. That way they converge on something and also never cross each other which looks weird.

Flight sims set up convergences or offset their crosshairs appropriately. WWII flight sims will have guns converge at a preset distance. Modern flight sims feature usually have just one gun, and typically off-center and to the side, so the crosshair will usually move to the left/right automatically depending on target distance so that it's always dead on.
>>
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are lewd games allowed or just memes?
>>
>>159509270
l-lewd
>>
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>>159508480
Yea the velocity was allowed to go pretty high, its just running never let you get very fast. Jumping (with the little flip) after a dive slide kept all the speed until you hit the ground. One thing to also keep in mind if you haven't already in unity is physics materials. I've had those unknowingly give me issues before because I had them all at default.

also I don't think mario 64 actually let you do that back and forth pole jumping, just tried it and its pretty weird.
>>
>>159509412
That was the issue. Why is it that the game still recognizes where the item was after it was destroyed? It's always pending kill though is never truly gone

I thought the Destroy Actor function would just wipe it away completely.

So how do I keep the game from registering hits to objects that should have been destroyed?
>>
>>159509652
Check if the object exists before you try and do anything to it?
>>
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Did I go overboard with the gold?
>>
>>159509652
you could try hiding it or something before destroying it

or check Is Actor Being Destroyed or whatever it's called
>>
>>159509569
>then a fancy way to decide convergence is to make it whatever the maximum range of your guns are.

My retard-programmer plan was to place a gameobject at 500m and then go 'else look at gameobject' for the convergence point. Do you know if there a smart way to do this?
>>
>>159509975
>How do I do basic high school math
>>
>>159472208
imposter syndrome is _rampant_ in the industry

people end up using the 'i have to be better' to you know, actually be better

ganbatte drinker man
>>
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>>159509975
I believe in you, anon

you can do it
>>
>>159509802
It's not the fact that it's gold but it seems like unnecessary detail, would look better if it was a solid red, just my two cents though.
>>
>>159509802
Lotta shit going on in that. You seen the Jordan Staircase?
>>
>>159509975
Take your look vector, multiply it by 500, then add that to your position. That's the position of 500 meters in the direction you're looking.
>>
have you guys ever heard of something called a "hypentuse"? Just can't wrap my brain around it

Thanks
>>
>>159510058
>>159510107
>>159510359
>>159510595
Well, now I know that unity has a tan function.
>>
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>Game from last demo day is done and released
>New game isn't ready for anything
Teamwork was a mistake.
>>
>>159510816
>done and released
What game brother?
>>
>>159509830
>>159509790
Ugh I'm a retard

It wasn't somehow getting the destroyed object that was no longer there, without a new object to destroy it was attempting to destroy the last object regardless of whether or not the character was pointed to where it was

I feel dumb
>>
>>159511079
we've all done that
>>
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>>159510876
Project Shmoop. https://sinoc.itch.io/shmoop
At least I finally got that artist.
>>
>>159511079
it happens
at least you figured it out

that does seem sort of odd as a fallback functionality
>>
>>159511189
>>159511151
Alright no issues now that I crowbarred in an IsValid function
>>
Hey so I have no talent with an instrument but I still want to make the music in my diddley dang vidya, what's the best midi creation software that supports .sf2 soundfonts?
>>
>>159511483
FL studio's midi support is alright. Since it supports whatever VST plugins you throw at it, you can mix modern fancy effects with midi stuff too.
>>
>>159511483
http://fakemusicgenerator.com/

or http://codeminion.com/blogs/maciek/2008/05/cgmusic-computers-create-music/ if you want the program that does it

outputs mp3, midi etc
>>
>>159511679
>not mentioning jukedeck
>>
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I think I understand how meshes work now

So in an obj file (and encoded in an .fbx and pretty much every other format, I think) there are a few things you need to be aware of.

first is a vertex
v 0,0,0
v 0,1,1
v 0,1,0

second is a vertex normal
vn 0.6,0.1,0.7

third is a face
f 0//0, 1//0, 2//0

First it loads in the vertex points (these are represented in 3d space).

Then it makes a face by drawing a polygon between your vertices. It can have any number of faces but typically it's a triangle (so 3 numbers after f) or a quadrilateral

third it uses the vertex normal. This is an optimization tool, basically it calculates a vector you can use for shading, as I understand it. It is a lot of work to calculate light refraction on 2 million triangles, but if they all share the same "vertex normal" lighting can be done on just one plane (thus you can subdivide your triangles and not worry too much about it slowing down very much, I think) and then apply that to each plane that uses that normal
so beware, when you are making super-high poly meshes you are exponentially increasing the computation required in a tick with each added unique vertex normal

The slashes on the faces are formatted like this: f {%v // %vn}, etc. And there are no commas, I just did that for readability

Also the vertices have 6 decimal points, so no accuracy is lost on large objects

Obviously there is more advanced information that can be encoded like uv unwrapped stuff but at least we know there is no magic going on, they're just simple concepts at their core.

And the reason there are so many formats that break when used together is because they all optimize this stuff differently, for example visual studio uses a constant for scaling that I cannot decode in the .fbx files. It just completely messes up everything.
>>
>>159509802
A bit. Try to replace gold trim with just a bit darker red or white. Or even make it like the rest of the carpet
>>
>>159511565
>>159511679
Is there a music program I can use to utilize actual instruments for free or get away with using for free?
>>
>>159497831
Don't listen to the retards, keep this game comfy. We don't need more grimdark edgefests.

Take a look at Animal Crossing if you need ideas.
>>
>>159512006
>actual instruments
You can turn just about any instrument into a midi controller with the right hardware and software.

>get away with using for free
That's every DAW with a little bit of piracy. I still recommend FL studio, but Ableton is bretty gud too.
>>
>>159511963
and as I understand it the vertex normals are just circular coodinates converted to cartesian
I think
so directional vectors. Relative to 0,0,0. If you have a light source coming from some direction you can very quickly do a lighting calculation for that face. A bonus of doing vertex normals over face normals is if you have a polygon that has a lot of shared edges you can REALLY reduce the size of your file, since only vertexes have to match, not the entire triangle

although that has to be calculated, so it's putting a slightly heavier load on the cpu in return for a lot of disk space. It's a tradeoff, of course.
>>
Is squaredev here? I have a question for him about ColorFall, how do you spawn you balls? Are there patterns that determine how hard it is?
>>
>>159512426
Normals are normalized vectors (vector of length 1)
They only give a direction and no position
>>
>>159512552
I'm here.
I simply have a coroutines that spawns them at set intervals.
I don't have difficulty levels, the only setting I have is to check for the color of the last spawned ball so that it doesn't spawn 2 or more balls of the same color in a row.
>>
>>159512562
yeah, that's what I meant to say anyways

points around a sphere with a fixed radius that represent direction
>>
>>159511949
reminds me of prison architect
>>
>>159470314
what a fucking retard
>>
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>>159467046
>>A floating point means that the number has, well, a floating decimal point. Its decimal point is at any arbitrarily chosen position. (the position is not RANDOM, just ARBITRARY -- it's chosen based on the needs at that time, but those needs can be anything.)
>>Usually, computers have a set number of digits to work with, but can put the point wherever because the math still works out fine. So the difference between 1.2345 and 123.45 is not that big, computationally, in base 10. (computer math is done in base 2 because le ebin binary may mays actually having root in real computation despite most binary converters and the like being totally arbitrary in how they interpret things; computers use base 2 because they only have "On" and "Off" to work with as numbers)
>>However, to the user, a moving decimal point can represent a large difference, because the significant figures you can use are necessarily limited.
>>Obviously to us, a computer has LOTS of digits to go through, but let's say that we have some fairly small number of them, like 5.
>>If I want to calculate physics stuff on a cartesian plane streching out to "Very Far" units on each side in 2d. an object can be at a very precise position near the center, like [1.0082, 2.5598], but if it's far from the center, I star to lose precision. 10 units out, and I can only go to 3 places. 100 units, and I can only go to 2 places, like [650.25, 554.47]. If it's more than 99998 units out, I lose whole individual units as I start to having to define things like 1.0000x10^5 for being at 100000 in any coordinate (but not just htat, but now using much more memory because I have to store "1.0000" and "10" and "5" instead of just one number.)
>>
>>159508687
an easy fix for this is to just make a game where you shoot lasers from your eyeballs
>>
>>159513320
fucking absolute lol. just lol. did someone actually post that shit?
>>
>>159513182
>>159513320
>>159513384
oh so you're back on now? fuck off
>>
speaking of floating points, I really hate how UE4 randomly moves stuff I've placed in the editor even if it's by an infinitesimal amount.

I rotated that thing by -90 in X why is now reading -89.9999999 (no, it's not the same as 90, because computers don't deal in infinity)

and what the hell? all my shit was placed as 0.0 Z, now why are they all at 0.0000013 Z
>>
>>159513320
>So the difference between 1.2345 and 123.45 is not that big, computationally, in base 10.
What did he mean by this?
>>
>>159513525
>>159513320
>>159467046
wooow

WOOOOOOOOOOWWWWWWW
>>
>>159512735
I see, thanks.
>>
>>159513320
Come on man no one enjoys that
If you're going to do it at least save it for daytime and normies, don't ruin aggy at night
>>
>>159513525
it's a hard problem to solve, so they just don't solve it

I wrote something at work that kind of works but honestly I don't even remember what it does. I'd have to look at the code again.
>>
>>159513525
are you devving on a PS1
>>
>>159513525
Lol. What do they teach you in Full Sail, shitfam?
>>
>>159513525
Yeah I hate it, too. Hopefully it doesn't make too much of a difference. In Flash5.5 it did that and it could actually ruin your animations.
>>
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>>159513320
>A floating point means that the number has, well, a floating decimal point.
t-thanks aggy daggy
>>
>>159513320
>If I want to calculate physics stuff on a cartesian plane streching out to "Very Far" units on each side in 2d. an object can be at a very precise position near the center, like [1.0082, 2.5598], but if it's far from the center, I star to lose precision. 10 units out, and I can only go to 3 places. 100 units, and I can only go to 2 places, like [650.25, 554.47]. If it's more than 99998 units out, I lose whole individual units as I start to having to define things like 1.0000x10^5 for being at 100000 in any coordinate (but not just htat, but now using much more memory because I have to store "1.0000" and "10" and "5" instead of just one number.)
pls dont tell me you retards actually believe this sh*t
>>
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:^)
>>
>>159460593
I read it had local multiplayer but I couldn't convince my family to play it with me... we ended playing drawful instead
>>
>>159513972
Some idiot seriously wrote that a couple of weeks ago and got dumped on so hard that it's become a meme now.
>>
>>159513705
I don't understand why they can't solve the rotating in Y greater than 90d and less than -90d problem. That shit has been broken for years.

It boggles my mind. You can rotate X and Z a full 360 degrees, why would Y require a different implementation?
>>
>>159467046
>A floating point means that the number has, well, a floating decimal point. Its decimal point is at any arbitrarily chosen position. (the position is not RANDOM, just ARBITRARY -- it's chosen based on the needs at that time, but those needs can be anything.)

>Usually, computers have a set number of digits to work with, but can put the point wherever because the math still works out fine. So the difference between 1.2345 and 123.45 is not that big, computationally, in base 10. (computer math is done in base 2 because le ebin binary may mays actually having root in real computation despite most binary converters and the like being totally arbitrary in how they interpret things; computers use base 2 because they only have "On" and "Off" to work with as numbers)

>However, to the user, a moving decimal point can represent a large difference, because the significant figures you can use are necessarily limited.

>Obviously to us, a computer has LOTS of digits to go through, but let's say that we have some fairly small number of them, like 5.

>If I want to calculate physics stuff on a cartesian plane streching out to "Very Far" units on each side in 2d. an object can be at a very precise position near the center, like [1.0082, 2.5598], but if it's far from the center, I star to lose precision. 10 units out, and I can only go to 3 places. 100 units, and I can only go to 2 places, like [650.25, 554.47]. If it's more than 99998 units out, I lose whole individual units as I start to having to define things like 1.0000x10^5 for being at 100000 in any coordinate (but not just htat, but now using much more memory because I have to store "1.0000" and "10" and "5" instead of just one number.)

Wow.

Just, Wow.

Why is this allowed?
>>
>>159514069
Looks like the witness almost
>>
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>>159514069
>>
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Reminder that if your demo doesn't have a cute girl in the thumbnail I won't bother downloading it.
>>
>>159467046
>Its decimal point is at any arbitrarily chosen position. (the position is not RANDOM, just ARBITRARY
What did he mean by this?

>>159514069
whoa. Nice!!
>>
>>159514331
and nothing of value was lost
>>
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>>159514069
>>
>>159514069
Holy fuck that looks good. Goddamn. Do you have a Tumblr I can follow?
>>
>>159514069
That's baller as fuck.

>>159467046
> So the difference between 1.2345 and 123.45 is not that big
...What?
>>
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>/agdg/ anonymous gays derailment general
>>
>>159514069
niiiiiiiiiiiiiiice
>>
>>159514069
kill whoever made this too
>>
>>159514069
This is pretty cool. What game?
>>
>>159514072
>someone finally replied
Thank you kind anon.

My friend basically had to force me to play it with him, so I went in knowing nothing about it. It ended up being one of the most memorable games I've ever played, largely due to the soundtrack. I've wanted to make a game like it ever since, but I doubt I could even come close without some great music.
>>
>>159514757
*killer
>>
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>>159514069
>sourceengine.jpg
>>
>>159514069
fucking CHOICE man

how long did this take? a month or so?
>>
>>159514069
How do I get in contact with you?
I may have an offer.
>>
>>159514069
This is fucking cool. What engine? Unity?
>>
>>159513525
>-89.9999999 instead of -90
>0.0000013 instead of 0.0
Why does this actually happen and what is the fix? This always triggered me back when I used to 3d model.
>>
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>His game doesn't have TGTF
>His main character can't go from a human male to a dragon female
>>
>>159514069
Nice!!

>>159515329
Can you FUCK OFF shitfam? No one cares about your Full Sail Failures.
>>
>>159460139
>Woke up with blood around my right eye
This either means that I'm a naruto or my agdg lifestyle is finally catching up to me
>>
>>159515560
What did you do?
>>
>>159515618
According to one of those medical simptoms websites too much salt in my diet and too little exercise
>>
>>159515764
>self-diagnosis using the internet

just when I thought AGDG couldnt get anymore dumb
>>
>>159515851
Never overestimate us
It doesn't hurt
It wasn't an ocean of blood
And actually my vision is miles better since it was blurry as fuck
So I'm kind of glad I'm not going blind
>>
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I converted the spell icons to status icons. I still have to make 4 or 5 new icons for the status effects that don't have spell equivalents, though. I'm not sure if I messed up the position of the icons or if Unreal is trying to be smart and assuming transparent pixels don't count. Probably me messing up.
>>
>>159515946
dude, go to the fucking hospital, what the fuck
>>
you probably slept on your eye.
>>
im sticking my toes into the pool of starving game devs. What engine should I start learning for 2d sprites, top down, turn based kind of stuff? Theres a nagging idea that i want to get out.
>>
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>>159515764
best get back to that game making, boy.

Ain't nobody else taking no breaks cus of a lil blood in there eyes
>>
>>159516586
gamemaker is probably right up your alley.
>>
>>159516586
why not do your own research to find what fits your needs the best
>>
Started working on creating an HTML 5 game, for the moment I've elected to use the createJS libraries to get the job done. Perhaps I'm just green but it feels like the documentation for createJS is fucking garbage and barely tells you anything. Anyone else getting that feeling or am I just looking in the wrong places for documentation? (mostly looking at the website where it lists their API)
>>
>>159516759
Im reading up now but i dont really have much direction to go with. Im kinda dropping the question in the thread as i go through the stuff. I have some coding experience but how much is transferrable is still lost to me.
>>
>>159509579
they are allowed but you can't post explicit lewd in the thread else you might be banned for about 3 days. other than that feel free to make lewd games and link to screenshots
>>
>>159517083
Just gonna have to throw yourself into buddy.

Finding the right engine is like a carpenter finding the right tools for his trade. honestly no idea if thats a good analogy or not, but you get what i mean
>>
>>159516868
I've also just started with an HTML5 game. I'm coming from gamemaker and I just want to make a small game with javascript since that's the only language I know. I'm using phaser though.
>>
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Today is a good day. Let's make a bunch of progress!
>>
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>>159516684
fuck off weeb
>>
>>159509802
Looks tacky. I would ditch the gold trim and put cold ornaments elsewhere on the stonework somewhere.
>>
>>159518041
Let me know how it is, picked createjs because it was flexible and not just for games, but getting a bit of a headache using it
>>
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and there he is.
>>
>more than 100 replies from that autistic shitposter
Alright, someone give me on discord rotate's address.
I'm going to his house to have a talk with his mother, this shit needs to stop.
>>
>>159518395
this is so confusing

are you a ship flying inside a giant cave? how is it that that animal thing can jump around with depth yet your ship seems to stay on a single plane?
>>
>>159518546
video games.
>>
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>>159518293
no
>>
>>159518546
Shadow trickery, his ship has none.
>>
>>159518534
dude... just like, chill
>>
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>3 meme """progress""" screenshots posted with hundreds of (You)s
>all the real progress posts get ignored

nice to see i didn't miss anything while i was away /agdg/

honestly it's almost comfy
>>
>>159519172
It's just rotate samefagging for literally months now. Thus why it's necessary at this point to give him a real punch in the face.
>>
>>159519172
I don't reply to "sord" memers
>>
How do I get started with 3D?
>>
>>159519172
sourceposter samefagging is at an all time high today.
its also deviating from his normal pattern
>>
>>159519943
download Blender and Unity
>>
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>finally finished compiling UE4 after waiting for 3 hours
>booted up the editor
>recompiling shaders for 30 minutes
>fatal error: you fucked up with your custom shading model
>>
How come your game hasnt been played by the Game Grumps and Markiplier?

https://youtu.be/tOSFiKEUdV4

https://youtu.be/bsC9MzPgItY

Its cause you dont have one you fucking nodev
>>
>>159520306
Why should I want these people to play my game?
>>
>>159519980
im so sorry anon.

maybe work with another engine thats less resource heavy? gotta do what you can to keep the work moving, even if its not the way you're hoping, ya know?
>>
>>159519980
Multi task, work on assets while compiling
>>
>>159520427
Money
>>
>>159519172
>>159519257
>>159519953
hey fuck you dont credit for my hard earned OC to rotate
>>
>>159520306

We have to admit it. Gogem won after all.
>>
>>159520587
My games are free though. Do they share a part of the revenue from their videos?
>>
What resolution should my textures have?
>>
>>159520752
the resolution in your heart
>>
>>159516397
It's actually a tiny thing
A blood vessel got swollen and blood couldn't escape, I had it like that for a while and had mega blurry vission
Eventually this had to happen, it wasn't more blood than popping a pimple
>>
>>159520626
surely i won long ago and made videos helping everyone else become a winner too.
you dont just magically wake up and have finished video games.
>>
>>159520704
>making free games
Forget what I said. I didnt count on someone making trash so bad that they couldnt justify people buying it for the same price as a cup of coffee
>>
>>159519943
Create box
Delete face
Make something
>>
>>159520949
You did not charge me for this post so I can take that it's trash too
>>
>>159520927
the other day i watched the video where you actually tried to justify the use of trails and thought you should kys desu
>>
>>159520927
how much money is social interaction trainer actually making? how big of a spike did you get from GG/mark?
>>
>>159519172
It's actually pretty comfy
I would rather have people to shoot the shit with and help me out when I fuck up than a cirklejerk Everytime o do something right, that's what normies are for
Plus it means you have to work harder for agdg to nottice you
>>
>>159521107
The thing is that I didnt spend hundreds of hours in writing that post
>>
>>159520927
You make plenty of money with that exposure yet, Goog? You've won in being a yesdev long ago but now it looks like you've won in the dice roll to get lots of exposure? Or was that clever marketing or something?
Either way congrats, man.
>>
>>159521167
day0 peak is just 17 copies, the other peaks broadly coincide with the letsplays but hard to say if it's that or america waking up.
the majority of the traddic seems to have resulted really in wishlist additions because steam users are actual pieces of shit.

>>159521280
>dice roll to get lots of exposure
everyone knows i cant into RNG. whenever i succeed at exposure it's because i did something right. here it was simple, do the thing that got exposure before, do it bigger.
>>
>>159520927
How do you actually get noticed by a YouTuber? Do you contact theircn? Do you have to share some of the profits?
>>
>>159521257
Regardless of how long you spent on it, if your opinion is trash why should it be taken into account? It's a contradictory post in itself.
>>
>>159521453
thanks for the info goog
>>
>>159521453
Have you found any pirated copies of your game?
>>
>>159499160
Isn't that from atelier Elie?
>>
>>159521470
You pay a tax to the Let's Player Association. Depending on how generous you are they will pick higher ranking lets players to do your game. If you refuse to pay, your game either gets black listed or negative reviews.
>>
>>159518395
earlier gravity and ground was at the bottom of the screen and I remember how you tried to get water to work but now it's top view?
>>
>>159521470
well i sent out emails like this but it's not like its the first time ive emailed tons of youtubers with a game (RRPS, whip the vote) so it's hard to say if anything specific about the email itself was effective. it's immediately funny at least so that might catch memetuber (or their email sifter staff) attention.
other things that probably helped was the fact the original version has a ton of lets plays already which would give them a sense of what they would be doing with it.
and it's literally a game that was invented to appeal to youtubers by being something that gives them space to be funny.

>>159521567
nah, day1 torrents only happen if you release on GoG
there's probably not even the demand because you can immediately find the original version to try out.
>>
>>159521453
>whenever i succeed at exposure it's because i did something right.
>making an edgy game is doing something right
http://www.news.com.au/technology/aussie-ryan-jake-lambourns-sandy-hook-computer-game-sparks-anger/story-e6frfrnr-1226764871354
you're just a failed version of phil fish
>>
>>159521854
i wonder if some youtubers have someone to go through all those emails and pick up the good stuff
because then if you get to that person you could make it easily
>>
>>159521976
>making an edgy game is doing something right
isnt it? if you want exposure, controversy is a god-tier method. extremely high yield.
>>
>>159522047
how to make a good game by googum
>make a shit game
>tack something on to make it edgy
>must be good since people are talking about it
>>
What happened to the black rabbit game
>>
>>159521854
I know it's a tongue in cheek email, but that title is quite likely to get blocked by spam filters.
>>
>>159521831
it's either. game switches but doesn't really mix them. i was worried about it at first, but p. much all testers were like "oh, i actually completelly forgot about it in-game", which is the vibe I got from it myself.

so i'm just labeling it "ambigious perspective".
>>
>>159522020
the big ones most definitely do, they probably get around 30-60 games shoved at them a day.

>>159522139
it's 2016.
most of em use gmail and the gmail spam filter is an AI that is smart enough to tell the difference.

>>159522112
no one mentioned anything about a "good game"
we're talking about exposure, those 2 circle on the venn diagram just barely touch.
>>
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>>159522121

I am currently trying to edit this line of code:
rb.velocity = Vector3.ClampMagnitude( rb.velocity + new Vector3(movement.x, 0 , movement.z ) * Time.deltaTime, maxSpeed);

I need to somehow find a way so when I flip the movement axis that the character stops faster. I'm not sure how to do this in world space, only in straight vectors so I'm having trouble. That is to say. I used a cross product to change my horizontal and vertical values to translate into the world space so it can free form and move the character around. I kind of want to avoid friction for items just because it might disrupt the vectors.
>>
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>>
>>159522724
JUST
>>
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Any tips on coding a standard rpg dialogue box in unity?
>npcs have a parent static reference to the ui script, pass it their string array
>Iterate over it
I was thinking of using a prefix for animation cues, display speed etc: "5S_Text to display".

Choices would have their own function, passing blurb, array choices and then feeding the result back to the npc for a messy coupled nightmare.

Should I just look into xml/json?
>>
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Made an ambient-ish chill track for a chill puzzle game.

https://clyp.it/x4jbozqd

Don't forget to rate, like and subscribe
>>
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Yesterday (and partially Today) progress.

Yesterday: Started working on upgrade stations. The game will finally have a lot of them, so I aimed to make the system as flexible as possible. Right now how the station makes player "unpossess" the ship, destroys it, and creates a new one. Ship's constructor (or rather construction script, as everything's in Blueprint) takes care of applying upgrades.

Also implemented first of the upgrades, additional guns (player starts with 1, can have up to 4). Then got invited for a beer and left.

Today:

Finished upgrade station fully. Started messing around with framerate independence. Holy fuck. I can make all my inputs and other functions dip-proof, they will more or less work in any framerate. Not physics though. It explodes around 30fps, so I have to keep the game more or less optimised.

Second attempt at webm making. Looks a bit less shitty, I guess.
>>
>>159523515

your picture is totally unrelated to the music but this would make for some good puzzle tunes from a playstation era game
>>
>>159523515
>Don't forget to rate, like and subscribe
Thanks for letting me know not to check it out.
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>>159523921
How will the screen look with 4 guns?
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>>159525074
>Thanks for letting me know not to check it out.
You can't rate, like or subscribe on clyp.it, it's a joke
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So lets say I'm making a game like Binding of Isaac

The player picks up an upgrade that lets them shoot backwards

How should I implement that? Should the upgrade be a separate thingy that gets called when the player fires a shot or something?
>>
>>159523515
its alright
>>
>>159525213
Make the player logic/movement separate from the fire logic.

Then make a "gun" object and attach it to the player. That's the main gun.

For the upgrade, just make a second gun and attach it backwards.

For other effects, just make separate guns with different logic, no need to touch the player unless some upgrades directly affect his movement(like making him fly)
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>>159525207
>You can't rate, like or subscribe on clyp.it, it's a joke
You kids and your fancy new technology. Now I feel like an ass.
>>
>>159525213
How do you handle shots to begin with? If you have a separate script that controls shot movement for them you could have the item reverse the shot velocity.
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>>159525341
Ya that was my basic idea, when the player shoots it goes through all the 'guns' and makes them all fire
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>>159510816
>>159511165
Just be glad that it's finally done.
Just be glad that you have a game that you made.
Just having an actual playable game is an accomplish enough.
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Workign on a toon shader for ue4
Thoughts?
I think the shadowing on the player is in desperate need of work
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>>159505141
Are you working for Cartoon Network?
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Dwarf worker complete
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>>159525843
looks like vomit desu
>>
Dorf
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>>159525976
This takes me back.
>>
I am using lua (sol2) with C++. anyone knows how garbage collector works in this case? does lua clear things if I have references in c++ side? but nothing on lua side? or does it use some kind of reference counter/shared pointers
>>
>>159460139
>20% of progress is done during the day
>the other 80% is done in a couple hours before sleep
>if i stay up the entire night i cant dev the next day
explain this bllshit to me
>>
>>159525843
is that stock UE4? disgusting
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>>159526284
>is that stock UE4?
no, I specifically said otherwise
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>>159525843
Looks more like posterization.
Play a bit with the colors of the reflections. The "shadowier" parts of the player look lighter (and yellow?) instead of darker.
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>>159525843
There are some remnants of a toon shader there, but honestly it just looks like when you view a laptop at an extreme angle.
>>
>>159525976
>>159526131

/3/ and /agdg/ should never mix. they make each thread shittier
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>>159525094

Something like this. + some basic hud around the edges of the screen, so I think it won't be too cluttered. I can always move them around if they later turn out to be too obstructive to the view.
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Alright, got custom shading model to work. While it certainly does feel good to have any material get toon shading with a single click, it doesn't even remotely look as good as the unlit version that uses a custom light vector.

On the bright side, it supports multiple lights and everything else default shading does since it's a modified version of it. I was really surprised at how easy it is to add custom shading models. The only pain is long compilation times.
>>
>>159523515
good for some jouney comeback music or something where everything you've done hits you with flashbacks
>>
>>159509802
I think the gold is just too reflective.
>>
>>159526674
pimp my stairs.
>>
>>159526657
The glowing eyes when the front is shaded is first-class nightmare fuel.
>>
>>159526657
This reminds me of an Ito manga about seductive girls that killed and ate men
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Made bullets properly track to the cursor, taking the player's speed into account
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>>159523515
>https://clyp.it/x4jbozqd
This is great, reminds me of Eno. As a connoseur of ambient music I approve of this.
>>
>>159527470
i think you should do a continuous laser thing like gradius 5. The way the shots track the cursor and react to ship movement can create nice patterns I think.
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>>159527731
wrong webm
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>>159523921
I'd make it faster if it's going to be a common occurrence.
>>
>>159527727
>As a connoseur of ambient music
You mean like literally everyone other dev that browses AGDG?

Posting >Ambient is a sure fire way of getting (you)'s every time
>>
>>159527731
Yeah I'll definitely keep that in mind, thanks! I've got some ideas for powerups like that.
>>
>>159528069
I've been listening to ambient since before you were born, kid.
>>
>>159528069
Nah, posting up-beat chiptunes mixed with orchestra is.
>>
>>159528069
I don't like ambient
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>>159523515
Reminds me of the D2 desert music a little bit. With that said, it's not that puzzleish for me, but I would rather place it in some sort of dark fantasy town or cave.
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aww yiss
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>>159525954
Nah
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Switched over to using Widgets instead of a HUD blueprint. You guys were right, it greatly simplifies the UI process.
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>>159529071
Although I just noticed that the HighRes shot command doesn't seem to capture my Widget in screenshots.
>>
>>159528603
Nice Enter the Gungeon clone you retard.
>>
I need to make some documentation for my code on how to use it
Any recommendations of the best way to make a PDF?
>>
>>159528603
nice!
>>
>>159529708
You do know what comments are for right?
>>
>>159529646
Thanks!
>>
>>159529773
wrong type of documentation, but I remembered the name of what I needed, LaTeX
>>
>>159526629
imo the guns take up too much of the screen
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>>159528603
>Contra 3 overhead levels with 2 machine guns

heaven
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>>159528603
Looks fun
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I have two more problems I gotta fix.

1. The slide into jump into slide should probably have some kind of cooldown otherwise you can spam it and go crazy. I suppose I will change this by turning the flip into its own state instead of making it go to jump so it will reset ease up on the velocity.

2. running left or right to orbit the camera makes the player slide around it really badly. I suppose this is because I am doing:
rb.velocity = rb.velocty + movement

this means that on a bearing map there will always be some lag behind the character. I tried changing it to rb.velocity = movement but it doesn't have the finesse that I'd like although it does orbit correctly. So I will need to find out how exactly to get that start up acceleration, keep the skidding for changing vector (I used a dot product to check if the value is less than 0), and maybe have it so sliding speed is its own vector that will depreciate over time on its own so it eventually becomes (0,0,0).
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shaderfag here, 2nd attempt
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>>159530672
100% better, but still isn't there.
>>
>>159475369
>button.OnClick += Listener;
>void Listener() { who the fuck called me? }

Just incase you're still here. The one who called is the instance of the button to which you subscribed. So in this case "button" or wherever that variable points to.
>>
>>159531090
I do still happen to be here -- but I can't get that information from inside the Listener() function itself, as I found out after more research, unless I use a delegate like so:

button.OnClick += delegate{ Listener(button); }

Then I change Listener to accept the button itself as the parameter.
>>
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Top
or
Bottom?
>>159530854
May I get some more detail on what's missing? I'm on the fence about implementing a classic "outline" cel-shading style.
>>
>>159516086
I thought UE4 was supposed to bring the GRAPHICS
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>>159531652
only in the right hands
>>
>>159531652
It's not like a good lightning system will fix a shitty asset m9.
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>>159531825
I'm not sure there is any lighting
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>>159531928
Maybe that's why it looks like shit.
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>>159531321
Doesn't the GUI have support to define events and functions for each buttons separately on the button side? It's been a while since I touched the new GUI stuff but I think there was a way. Or does that not work for what you've trying to do?
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>>159460139
Which tutorials do you recommend for SFML?
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>>159531652
Its only as good as you make it. Plus, it looks like he it in unlit mode or something, since there appears to be no lighting.
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>>159532039
There is, but that has to go on in a monobehaviour on the button itself. All of my buttons are actually icons on a minimap, dynamically generated, so I wanted to just have one object handle their clicks because it has the association of what object the actual icon is representing.

The delegate solution works no problem though, for my use-case.
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>>159531426
The outline is usually what defines a toon shader.
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>>159532331
>The delegate solution works no problem though, for my use-case
Well good to know. I just recently started using events myself so I might eventually need to use something like that.
>>
>>159530475
Do you have any porn of your character?
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>>159532404
Outline is just an outline. Toon shading is the color ramping. What he is doing is neither though.
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>>159532495

No but if I wanted some I could certainly do so myself.
>>
>>159532495
FURFAGS KYS
>>
>>159532431
It's not unreasonable, it just makes some assumptions about the UI being mostly constructed at compile-time rather than run-time.
>>
>>159532840
You are posting in a thread with a dino-loli op. What did you expect to find here?
>>
Can you get sued for ripping of a formula from another game?
I just stole experience for level formula from an MMO, adjusted the constants to lower the values and called it a day.
>>
>>159533431
Mathematical formulas are patent-able, so you are shaky ground.
>>
>>159533431
Yes - look at the lawsuits generated over the fast squareroot that Carmack stole.
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>>159533546
>>
>>159521584
That's totori
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I upjuicened the hit effect from the bullet. Now the camera stops working and the battery gets temporarily dislodged.
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Fuck your autism agdg.

I went and played rogue. The actual rogue from 1980. Fleet Tactical Command is the same thing. THE SAME THING.

FTC is a roguelike you fuckers.
>>
does anyone have a pic of THAT sword?
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>>159533513
>>159533546
>you can patent math
Man, that sounds dumb as hell.
>>
>>159533752
Seems kind of excessive and disorientating
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>>159533931
Well, when the battery gets dislodged where will the power to keep the camera on come from?
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>>159533849
>sword
>w
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>>159533837
Is it turn based? Because thats one of the autism definitions for roguelikes.
>>
>>159533837
´The term "Roguelike" these days encompasses anything with procedurally generated levels that reset and randomize everytime you die.
Calling something a roguelike today tells very little about what type of game it actually is.
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>>159532525
then what's he doing?
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>>159534012
Turn the camera into a horrible mess, don't like, move the person away from the camera view or whatever is happening here. That's the jarring part.
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>>159533705
Dang, I was pretty close.
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>>159534012
The power of video games
>>
>Fuck your autism agdg

Rich coming from a guy who exclusively posts marketing shill materials in a game development thread.
>>
For a RPG magic system, is it better to make a "pause" screen to select magic or an active system like Loonyland 2?
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>>159534517
pause
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>>159534517
Depends entirely on the pace and style of the game.
>>
>>159535019
Well, an A-RPG with a calm yet non-stopping pace
>>
>>159533752
That's really weird looking. What's supposed to be happening?
>>
Changes from last demoday:
>New title screen
>gameplay tweaks
>Lots of bug fixes
>slight visual improvement

I dunno, it feels shitty having not much readable progress
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Lots of problems today. setting rigibody velocity seems to have come with issues I couldn't imagine. I may try to duplicate the code and change it all to addforce and attempt attaching some physics materials...

At least I learnt something.
>>
>>159536962
When you reach the limit where you can't reduce the amount of frames anymore does making the steps longer make running seem faster?
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Everything's event and UI driven now, much cleaner for controlling things like the icons for the moons only showing up when you zoom in on a planet with moons.

As I play around with it though, I realize I need to straight up hide everything else not related to the planet we're focused on after zooming in though.

First I'm going to figure out the proper scale of things and build a proper system generator.
>>
>>159537172

What?
>>
>>159537512
i made a walking cycle with a keyframe every fourth frame and a running cycle with one every 2
running lasted half what walking did but then i tried to make it even faster and i hit a wall, i cant take any single frame without the animation being awful so i thought about making the running animation with the same amount of frames but streching everything so it was jumpier and the legst streched more
but i fucked up and i have to start again
>>
>>159537872

why does your animation affect the movement of the character? are you applying root motion? I don't know why you would do that outside of climbing a ledge it seems really weird.
>>
>>159532295
the official ones, plus the book
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>>159538030
i havent loaded them on unity yet
because running doesnt look the same as walking and the way to animate faster is using less frames
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>>159538246

Oh I See now. less frames means something will happen faster so you have to work with the space you have. unity does come with an option to speed up the animation you made but you're gonna end up in the same situation. Make sure you start with the keyposes and then the breakdown.
>>
Did anyone else get in the beta for Gamemaker 2? Any thoughts on it so far?

I think it's pretty slick, though I don't know if it's enough to make me want to get back into making games again. Making animated tilesets easier and letting you place sprites in the room without having to create an object for it seems pretty neat, and the new UI is nice.
>>
>>159538485
problem is i can only get a step down to x frames and any less frames makes it look bad
so i was thinking instead of making the steps longer and speeding it up in unity
since you know, people who run prffesionnaly do take longer steps
>>
>>159538883
>since you know, people who run prffesionnaly do take longer steps
WE AIN'T GETTIN' PAID BY THE STEP HERE, PEOPLE! LET'S PICK UP THE PACE!
>>
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Testing Water
So far I'm just removing collision from a plane
I'm sure this will bite me on the arse unltess I can get it to only block camera actors.
No shoreline yet.
>>
>>159539313
I mean athletes
>>
>>159539765
What language and frameworks/libraries?
>>
>>159536962
Are you going for a Little Big Planet or Yoshi's Wolly World etc. look? I mean, the texture looks like the character was made out of yarn. It looks great, in my opinion.
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too big for moot-senpai but here's my progress for the last 3 days:

https://my.mixtape.moe/odthxg.webm
https://my.mixtape.moe/bcrgcl.webm
>>
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Made a bar display, which shows a percentage value. Can be orientated in four directions. Nothing wild.
>>
>>159541210
>enginedev
>>
>>159541313

That's HUD work you dongus
>>
>>
>>159540059
this was all done with ((blueprints))
>>
>>159542296
>All the hardcoded 64s
I hope you never plan on changing tilesize.
>>
>>159542481
just press ctrl+f and replace all
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>>159542296
>magic numbers

don't do this
>>
>>159542481
Oh the horror.
>>
>>159542296
I'm sorry mate but you're actually retarded.
>>
>>159542296
someone make a CS graduate meme out of this
>>
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>>159542481
I don't.
>>
>>159494606
Vector2.magnetude
>>
>>159534517
>Loonyland 2
Am I supposed to know what the fuck is this?

Also all this depends on if your game is real time in the first place. If it's real time then you probably should have some quick access system for the spells.
>>
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>>159542296
>all these news and improper heap use
>>
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Thread is about to end, quick - post NO progress.
>>
>>159538246
>>159538883
Are you working in 3d or 2d? Since you're talking about keyframes I assume 3d. You can just slow down or speed up a 3d animation, you know? If you want to keep the frames the same then you could double the frames (and the space between your keyframes) and half the animation speed and you should have a similar animation that's as fast as the previous one.
>>
>>159541210
I like those colours anon.
>>
>>159543928
But it would look like a sped up video, you can tell it's not natural
>>
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I've learned a lot about landing gear design in the past 24 hours. I just noticed that as I originally designed this, there was no way to turn the wheels left/right, so I had to split up where two of the attachment brackets were. The fuselage had to expanded slightly as well to fit the retracted nose gear, and the nose gear strut lengthened because or else the main landing gear are going to end up prohibitively short. This shit's complicated.

As a side benefit, it looks slightly cooler.
>>
>>159460139
アニメは間違いだった
>>
>>159544612
Are you Ace Combat bro? You can land?
>>
>>159460139
>did today
cleaned apartment (clean workplace clean mind)
>to do today
spend a couple hours outside
watch a couple timelapses
finish baking textures
>>
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>>159544612
>go to design videogame model
>become aeronautical engineer
sugoi
>>
>>159544612
>autism
>>
>>159544395
That depends a lot on how much you need to speed it up. One thing you could try is make another set of the same running animation that has longer steps and use a blend tree to blend from one to another as the movement speed goes up.

The most important thing about any 3d walk or run cycle is that the movement speed matches the animation. If not then the movement looks floaty.
>>
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>>159544684
No, somebody else who can't be bothered to make terrain, sky, and clouds so I instead I just put planes in space like Macross.
>>
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What are some good books on game engine design? I'm going full autistic and making own game engine.
>>
>>159544860
We've all got those things nobody expects us to love or to suddenly get into.
Mine are product design and musical composition. For the first, well, I think it's the shit. And for the second, I'm pretty serious about it and tend to rate music while being as "objective" as possible.
>>
>>159545195
gameenginebook.com
>>
>>159544340
Thanks, I feel like my palette was a solid choice.
>>
>>159544920
I was trying to make a run cycle that sped up and then went all out before collapsing
>>
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>>159545195
>>
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>>159545195
>>
>>159544976
They better gerwalk.
>>
>>159544612
impressive, looks sweet dude!
>>
>>159531652
send me $200k and I'll get some artists
>>
>>159544901
>paying attention to detail in a simulator
>autism
Do you think modelling hands realistically on the main character model is autistic, too?
>>
>>159543407
I didn't had any better exemple in mind.

Thanks for the advice.
>>
What's the difference between Unity and Unreal Engine
>>
>>159546020
200k is a strech, there is no way that hiring a couple artists is that expensive
>>
>>159546409
One of them is shitty.
>>
>>159546449
to finish the game I'd need about 4 artists for ~3-5 years. 200k actually isn't enough, but it would be to get everyone on board
>>
>>159546409
one will be deprecated within 5 years
>>
>>159546545
So either having it all or nothing at all?
You could get a single artist and in a couple months you would have enough to start a kickstarter
>>
>>159546458
>>159546772
Unreal, right?
>>
>>159532404

No, the outline has nothing to do with a toon shader at all. It's just an outline.
>>
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>>159542616
Hey, at least it works.
>>
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>>159544860
The nose landing gear alone has almost 3X the polygons as the bullshit ugly no effort programmer art ship that they're attached to and I've been too embarrassed to post screens of.

This is supposed to be a generic light fighter so it's not supposed to carry much or do much. It's supposed to be as simple as possible both for the sake of making my life easier, being easy and straightforward to fly, and because if this were a real game it would be the starting ship.

It would be fun to mess around with more unbalanced thruster configurations in the future like a dedicated interceptor that was one fuck huge engine in the back and not much in the way of reverse thrust or maneuvering thrusters, but I'm getting ahead of myself here.

>>159545934
They won't, but a Valkyrie "simulator" is on my long list of projects I'd love to attempt some day. How it might be done is something I've given a lot of thought in the past.
>>
>>159546409
They're completely different and have their own disavantages/advantages.
>>
>>159546793
that's definitely one plan. it depends if I can get any interest when I release the prototype.
>>
>>159546772
And the other is already deprecated

:^) It's Unity
>>
>>159546409
Unreal engine can progressively get simpler and more intuitive for new users
I dobut unity can get as complex as unreal
So difference is unity is doomed
>>
>>159545923
Eh, I dunno about this one. It's not really about game engines, it's about common patterns you might see in an (excessively) object-oriented game engine. It also should not be taken as an example of what to do in new code, but rather how to interpret existing code. Though I guess it would be useful if OP was planning to study the source code of existing engines.
>>
File: 2016-11-06_19-42-47.webm (2MB, 638x358px) Image search: [Google]
2016-11-06_19-42-47.webm
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Fixed the enemy AI a bit, they bleed where the bullet hits.
Plus made the player taller.

I just implemented headshots but I'll post that in the new thread.

Do you think I should submit what I have for Demoday? I have about 1-2 minutes of gameplay with no real end, it's more like a proof of concept than a game.
>>
>>159547389
I'll play it
>>
>>159547389
nice king's field clone with guns
>>
>>159547389
>Do you think I should submit what I have for Demoday?

yes
this looks fun i wanna try that
>>
File: Lol face 2.jpg (90KB, 1429x867px) Image search: [Google]
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was blocking out his face, and sneezed just as i was going to move his mouth! The result is pretty hilarious, i might just keep it that way!

Either his hat is way to big, or his head way to small, not really sure which one yet.
>>
>>159548578
he looks really really grumpy
>>
>>159548578
I think you should replace the shirt with some sort of chest plate or have one on top of it.
>>
>>159548578
>was blocking out his face, and sneezed just as i was going to move his mouth!
You just made in universe lore for your character.
"They say he would've been a happy man, but God sneezed at the last second and he came out miserable."
>>
>>159548578
Other than the nose, that all looks very deliberate and intentional, you should definitely go with that. Much more expressive.
>>
New thread fagets
>>
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>>159545630
>>159545923
>>159547383
Thanks, I'll make sure to post when I have something not embarrassing,need help, ,destroyed my computer somehow, or given up.
>>
>>159548578
How many iterations of subdivision are on those pants?
>>
File: LightingAcceptable.webm (2MB, 800x332px) Image search: [Google]
LightingAcceptable.webm
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We meet again thread, hows my lighting on this level?
>>
>>159549346
woah that's from the vulkan anime
>>
SUPER amateur question

just fucking around in Gamemaker. How do I diagonal movement without going in a random direction? 'Event->Key Press->Start moving in a direction' at more than one direction sends me shooting off at any assigned direction seemingly at random
>>
>>159549551
what does it matter?
>>
>>159549553
Why does it feel that most of the time rotating the camera is pointless?
>>
File: 14384209055121.jpg (60KB, 540x540px) Image search: [Google]
14384209055121.jpg
60KB, 540x540px
I'm working on jumping but the frame isn't in sync with the movement so it doesn't switch to the jump frame until at the height of the jump and keeps it displayed after landing on the ground.
>>
>>159549578
if you insist on using key events, you need to make one event for each straight direction and from there set horizontal or vertical speed to a desired value, also on key release you need to set these speeds to zero accordingly
there are better methods, but this one is the absolute easiest, so try it out
>>
>>159549553
Have you considered adding a zoom?
>>
>>159549578
I guesif you're just fucking around it's alright, butyou should really make the step to GML over Drag and Drop, it offers so much more control.

But don't set it ot move to a direction, have it augment the x or y variable. Then if it's increasing both you'll move diagonally
>>
>>159549997
because it's a bandaid over his clear inability to add decoration to levels without it being obtrusive

this has ALWAYS been a problem with the damn game
>>
>>159549857
I'm pretty sure he's sculpting. Subdivision is for faggots who can't model.
>>
>>159549578
If one input is telling it to do one thing, and another is telling it to do another, they're going to conflict depending on where and how you've chosen to register those inputs. I have no idea what money-making pros do, but a lot of people put all their movement code in the step event so that it's all in one place.

If you're doing movement as a function of direction and speed then you need to work on how you set your direction, as that is most likely your issue.

If you're doing movement by means of "press left results in x - 4" (and so on), then you've got an entirely different issue.

Go look up some movement examples online and tinker with them until you understand them. You need to do a whole lot more fooling around yourself if you're at the point that you're having these questions (which is fine, everyone is that point at some point, but it's better for you and for agdg if you explore on your own and look stuff up than if you ask questions like yours).
>>
>>159550053
usually you have an up animation and a down animation
>>
>>159550223
that doesn't make any sense
>>
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>>159548693
He is an inquisitor fighting demons in hell, so i guess he would be pretty grumpy.

>>159548759
it is supposed to be a leather vest, not a shirt. I hope it shows better once i put some textures on it, and fix his undershirt/arms.

>>159548786
kek!

>>159548931
i thought so too! With a little work, this might be pretty cool

>>159549551
>>159549857
its 100k polys atm, i screwed out the blocking faze, and started going in on the details way to early. So i am just doing each object piece by piece, and retopoing it all once im done.
>>
>>159550223 meant for >>159549551
>>
Why has the fucking thread been left to die these last few days, make a new one buttmunchers
>>
>>159549997
most levels in his game are setup like captain toad, you gotta rotate the camera to solve puzzles/see different side.

Like a tree blocking you on one side of the 4 rotations, so you rotate to get the angle your suppose to have if you wanna solve (X) puzzle on that part of the map.
>>
>>159550379
i made thread
>>159550837
>>
>>159549997

DO NOT take this fags feedback bokudev this is just a troll, anyone who has actually PLAYED your game knows what your mechanics are for.
>>
>>159550365
>it is supposed to be a leather vest, not a shirt
Honestly to me it looks like a modern-ish shirt and looks quite out of place on the model.
>>
>>159550223
>subdivision is for faggots

This doesn't make any sense anon.

Multiresolution based sculpting requires a subdivision algorithm being run over the low poly mesh or you won't be able to do anything.

Unless you go with dynotopo in Blender. Which can fuck you just as hard as too much subdivision if you're pulling it over the entire model.
>>
>>159550365

Why are you sculpting all the details such as the belt buckle? You should make them seperate meshes and model them traditionally.
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