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AGDG - Amateur Game Development General

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Thread replies: 769
Thread images: 151

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RIP Edition

> Play Demo Day 11
itch.io/jam/agdg-demo-day-11

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

> Next Jam (Dino)
itch.io/jam/agdg-dinosaur-jam

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

> Previous Demo Days
pastebin.com/i0W2tVRS

> Previous Jams
pastebin.com/qRHNpCbZ

> 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
>>
POST YOUR PROGRESS RIGHT NOW

NO CLEANING UP
>>
>post cute black girl
>agdg hates her because she's black
So those are agdg's values. Despicable.
>>
>>160040843
Black people are disgusting.

Including colored people in your game will cater to SJWs, not aggydaggers.
>>
>>160040381
Thank you for choosing a reasonable OP-picture instead of pandering to the CUTE-spastics.

>>160040843
>post ugly non-rigged memepoly "girl"
>upset nobody wants to pick up trash
Stay classy.
>>
>>160040843
I have a dream, that one day every man, woman and child in America will know that waifus are delicious in every flavor
>>
>>160040843
She was uncute and not because of her skin color.
>>
>>160040843
Sorry, skip, but I personally find black women to always be ugly until they're mixed to the point they might as well be white like Halle Berry. Painting Zoe Saldana green didn't fix her face

Is my opinion racist? Shit yeah it is. Does it change anything? Nope
>>
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So I'm starting to learn Blender in order to make a Resident Evil clone in Unreal 4. I have some experience with Source modding, but that was almost entirely brush-based. Right now I'm trying to get my head around the work flow for making a level entirely out of imported models.

>Want to make a house
>Build the layout of the house in Blender
>Model/texture all the walls/floors/furniture
>Export each piece as a separate model
>Import all the pieces into Unreal 4 then stick them back together

Am I on the right track? I think I read that I can do it in such a way that all the individual models will be in the right place once I do the Unreal 4 import. I'm guessing the best thing to do would be to make a lot of "modular" building pieces that can be re-used, but since my game is basically just a house I can probably get away with more expensive modeling practices.
>>
>>160041028
I did not choose the OP pic.
>>
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>>160040598
dd11 feedback; tweaking character sprites to make them pop out more
i might need some heavier modifications and outline is too much, but you said no cleaning up
>>
>>160041186
Anon you made them pop out LESS by making the outline blend in with the background color.
>>
So, I'm working on an engine. I'm not falling into the trap of making an engine before a game, I'm making an engine just cause I want the experience.

Idk if anyone here would really have experience with this, but I figured it might be worth a shot. What is a reasonable way to build player/AI-controlled objects into my nice physics simulator that I've finished? I'd like to keep all my collision resolution in the physics engine, but the issue is that player movement essentially means setting velocities when different inputs are detected, which screws up the physics calculations.
>>
>>160041220
pretty much yeah, might need some other contrast boosting too
btw you're fast
>>
>>160041028
If there's a breed worse than CUTE-spastics it's OP picture-spastics.
>>
>>160040950
>Black people are disgusting.

>>160041120
>I personally find black women to always be ugly

Truly despicable.
>>
>>160041498
>people's personal taste doesn't conform to my liberal views
>they are therefore evil and must be shunned

You made Trump possible.
>>
>>160041135
you can build the entire level in brushes, get everything right, delete the brushes (optionally keep their collision) and replace with static meshes.

that's how epic does it, so their level designers don't have to wait for artists.

seeing as you're doing both, it depends on what you want to focus on first.
>>
>>160041657
You're actually right

It's stuff like this that made me vote for Trump instead of not voting like I did for the last two elections
>>
>>160041498
would you marry/fuck/fall-in-love with an Abbo?

if you answer no then you are literally hitler.
>>
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>>160040598
>>
Why are yesdevs so fucking mean to us?

We're trying, okay? We're fucking trying.
>>
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>>160040598
Working on replacing the placeholder text for controls with the actual button being used. Right now I have the quickslots set up. The text/icons change from gamepad to keyboard if one or the other was pressed last.
>>
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Help me decide this, /agdg/. TPS or FPS? I have a basic setup: just some wizard who kills monsters or ghosts in a comfy forest. However, when I play an FPS, I want to make it an FPS, but when I play with a third person view game or an RTS, I find it fun to jump around and walk around with the characters, which makes me want to model the main character and watch him from behind his shoulders.

How should I decide this? Usually I want everything to serve the core game play mechanics, but now as I see both ways are possible.
>>
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>>>/wsg/1391054

Have some more ice effects n shit for flying enemies
>>
>>160042152
FPS is less work (don't need to make a shitload of animations), so that by itself might be more viable for you.
>>
Can you guys please post some spaghetti code, I need a good laugh.
>>
>>160042370
Just open your game project.
>>
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Is there anyway to take the obj out of a THREE.js webpage?

Want to look at the wireframes of this.
>>
>>160042307
Doom Knight?
>>
>>160042647

Essentially yeah, just shorter.

In hindsight I should probably redesign him a little when I start making standalone games featuring him.
>>
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>>160042548
>>
>>160042370
http://pastebin.com/A2488Tyc
>>
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The weapon of the Assassian.
>>
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>>160042647
>>
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>>160042307
>>
>>160043065
I need to get around to reading this.
>>
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game of the year or game of the century?
>>
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>>160042370
>>
>>160043470
not even game of the day
>>
Unreal 4 here

Is there a way to only wipe one widget from the screen to be updated or does the entire HUD have to be repopulated every time something changes?
>>
>>160043470
I can tell you worked hard on that penis
>>
>>160043545
Looks like normal java to me.
>>
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>>160042350
That's a fair point. Thank you!
>>
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What would be the best way to determine the plane segment of a plane segment behind another plane segment using either pure math or unity stuff?

sub-plane in red
>>
I'm having fun with phaser.io.
Any good beginner type games I should focus on making to learn more with javascript?
>>
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>>160040598
If anyone has played my game, what else should I do to improve the UI and usability?
>>
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>>160044041
>>
>>160043545
>java
only the dead may know peace from this hell
>>
>>160044041
https://youtu.be/HQYsFshbkYw
>>
>>160044164
I'm trying to get a quad from a plane and a second plane where the quad is the section of the first plane that's behind the intersecting plane

I'm trying to detect when the near culling plane of a camera is inside an object so I can slap down a custom shader on that portion of the screen.
>>
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How do I put in all the hard work necessary to make a game when there's so many human beings that don't put in hard work at all and are far more successful.
>>
>>160040950
>>160041120
how rude
>>
>>160044041
The intersection splits the plate into two parts, then select the part you want. Read up on vectors and planes to calculate the new planes that occurs from the intersection.
>>
>>160044430
kys
>>
>>160044430
https://www.youtube.com/watch?v=5-sfG8BV8wU
>>
>>160044430
Only assholes of this general can think that this edit is actually a good edit.
>>
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>>160043545
>those brackets and semicolons
>>
>>160041657
>not hating someone for their skin color is "liberal"

Why does it only have to be one thing or the other?
this discussion is not game development and we need to stop
>>
>>160044561
where's your game?
>>
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>>160043545
>>
>>160044561
>He wants to support a world where a mean comment can destroy someone
>>
>>160044430
What you perceive as luck is often a fuckload of hard work to make that "lucky event" happen.
>>
>>160044692
I'll let one of your own kind explain it to you: https://www.youtube.com/watch?v=GLG9g7BcjKs

Maybe you'll understand then
>>
>>160044462
Right but what if the plane being "split" is entirely behind the second plane?
I want to make it not so that it's split by the colission, but that it's split based upon what's BEHIND the plane. In other words, if that first plane were to be completely behind the second one, the red quad would be the entire plane.
>>
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>>160042370
>>
>>160044819
I voted for Trump though.
>>
>>160044805
I'm referring to con artists and taking the easy route instead of the hard route
>>
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>>160044802
I want to support a thread without assholes.
>>
>>160045021
That looks intentionally bad.
>>
>>160045021
aahhhhhh
AAAAHHHHHHHHHHHHHH
>>
>>160045035
What are you? A racist?
>>
>>160045134
jokes on them, I'm not a real person
>>
>>160044802
you don't need more than 5 minutes on internet to realize that people love to mercilessly shit on things for little to no reason
>>
>>160045134

Assholes are necessary anon. Without them we would just have a bunch of pussies needing therapy dogs, play-doh, and to call off from going to college because something didn't turn out the way they wanted.

Dealing with assholes isn't fun but it can help in the grand scheme of things.
>>
How easy is Monogame/XNA on a scale of Unity to C++ with OpenGL?
>>
>>160045135
It might be, it's from reddit.
>>
>>160045329
>You should bully people who need therapy because it'll make their problems go away!
>You should bully people in college because if you don't they'll drop out!

10/10
>>
>>160045459
In between
It's not an engine but it's not c++/opengl tier low.
You still have to do everything yourself from animation and so on.
>>
>>160045329
Only an asshole would think like that.

People performs better in a good environment and I think that agdg is a perfect example of a bad environment chasing off good devs all the time.
>>
>>160045515
>>160045625

t.coddled children who never got bullied growing up.
>>
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Rate my death ragdolls
>>
>>160045329
people who are bullied usually end up remaining beta shitters for the rest of their godforsaken lives while people who bully just completely forget about it and move on, thinking they've done completely nothing wrong
being an asshole is natural, but it does not mean it's right - the superiority of humans over other animals lies in ability to suppress their urges for greater good
>>
>>160045625
Half of 4chan lacks basic mental capabilities. You're not gonna change that by being a little bitch. It's just something you have to deal with if you're here.
>>
>>160045625
Who exactly was chased out?
>People performs better in a good environment
Life isn't a good environment and the quicker you get used to assholes the better.
And AGDG is nothing, it's an anonymous imageboard. If you can't ignore meanie anons shitposting you you'll have a hell of a time.
>>
>>160045760
where's your game?
>>
>>160044543
I am so fucking motivated right now. Thanks anon.
>>
>>160045812
>the superiority of humans over other animals lies in ability to suppress their urges for greater good
Explain why ants haven't taken over the world
>>
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Gameplay progress
the lock-on system can now work from any point in the index
so if I run into index 3
then index 0
it will auto back to index 0
I had to re-work a lot of stuff and now it's a lot less dynamic so I'm gonna have to do a bunch more work so it will work with any number of enemies
>>
>>160045895
>Explain why ants haven't taken over the world

Too little bodymass to be a predatorial threat to many animals. Inability to fashion tools of sufficient size to take over the job.
>>
>>160045895
every single act ants do is based purely on instinct - read up about ant mill if you don't know about it already
>>
>>160045974
why the lock on doesn't draw outline around lower legs?
>>
>>160045625
>agdg is a perfect example of a bad environment chasing off good devs all the time.
When did /agdg/ do this? I'm honestly curious.
>>
>>160046106

I'm pretty sure a lot of these faggots here would get triggered if Hoppoo started posting here again
>>
>>160045781
The programmer art wouldn't be so jarringly hideous if it weren't for the competently drawn background.
>>
>>160046106
for rotate it was because of transgender and female hate
>>
>>160045895
>Explain why ants haven't taken over the world
He just did, ants instinctually want to work. That's sort of an "urge" for them.
>>
>>160046152
I remember him posting Deadbolt progress. When/why did he leave?
>>
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Currently texturing an enemy.
Also making an armor set from it.
>>
>>160046084
This

There was a study done with a wasp that lays its eggs in a spider. The wasp drags the spider to a burrow, inspects the burrow, and drags the spider in.

So scientists moved the spider from the burrow while the wasp was inside. The wasp came outside, dragged the spider to the burrow and inspected it again. This was repeated hundreds of times with no deviation in behavior.
>>
>>160046152
>still treats Hopoo as their greatest achievements.
My bad. It's hopeless.
>>
>>160046106
too much bully
too much shitposting

a lot of hate sometimes
>>
>>160045115
Remember that they are few and far between, and they're usually short lived.
>>
>>160046230
>good devs
>rotate
When will this meme end?
>>
>>160046193
I just found the image on google images to test out parallax backgrounds.
>>
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>>160040381
Hi AGGYDAGGY. Just a quick update <3 <3

Things are going really well with my HRT. I have big tits and wide hips. My skin looks great.

Haven't started getting super game dev powers yet, but I am sure that just takes a bit longer, right?
>>
>>160046374
what's this a picture of?
>>
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>>160046106
Remember Dreaming Sarah?

I'm too lazy to check but I still remember how he basically told that he doesn't want to be associated with this shitty place anymore for good reasons.
>>
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>>160046374
I really wish you hadn't done that.
>>
>>160046308
what is /agdg/'s greatest achievement?
>>
>>160046486

I meant to ask you, how does your gun's ammunition work exactly? Infinite? Can the player just theoretically jump into the air and continue to shoot downwards to fly?
>>
>>160045812
That sounds gay as fuck you faggot.
>>
>>160046281
I saw a similar study where one time the wasp moved to rio and got a job in subsidies.
>>
>>160046543
Paypal me some money. If you paypalled me the most money of all the people who paypalled me some money, I'll tell you.
>>
>>160046543
That's the joke. A game like ror IS the best achievement when it's literally just piss for the indie circle.
>>
>>160046543

Toby fox
>>
>>160046441
>>160046505
Fuck the haters~<3
>>
>>160046543
me
>>
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The only reason I'd leave this place was to avoid SJW backlash from being linked to here.

I think those faggots are babies who never grew up, but they're babies who never grew up with money.
>>
>>160046093
beats me nigga
>>
>>160046853

But the only way they'd spend money on your game is if you specifically pander to their tastes.
>>
>>160046735
>literally just piss for the indie circle.
A game that printed money and is still being played years later?
>>
>>160046853
>wants money
>panders to demographic that demonstratively doesn't play games even if pandering to them
>instead of going for furries, who have all more money than sense and more money than all other demographics
>>
>>160046941
Goat simulator is still being played. Your point?
>>
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>>160044430
https://www.youtube.com/watch?v=qPOvePioFF0
>>
>>160046614
>Can the player just theoretically jump into the air and continue to shoot downwards to fly?

Yes, but theres a 0.15 second cooldown on shots.
>>
>>160046374
>I have big tits and wide hips
Baseless claims without proof.
>>
>>160046997
Never said dick about pandering.

Never said it was a likely reason either
>>
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>>160040598
>>
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Added homing rockets that lock onto primary target or find a secondary target if it dies. Next I might start working on some juice.
>>
>>160046374
>Wide hips
Yeah... I studied human anatomy for artistic reasons

No matter how big they get, they're still going to be smaller than if you actually were a woman cause HRT doesn't change your pelvis

>Haven't started getting super game dev powers yet, but I am sure that just takes a bit longer, right?
Brianna Wu is still waiting for them it's going to be a while
>>
>>160047018
What's the definition of an achievement if RoR is not one?
>>
>>160047241
You said you'd leave agdg so the babies with money (which they'll never give you anyway) wouldn't lash out at you for associating with 4chins.

I recommended that you shouldn't go for sjw money, but furry money, should you go for any autismbucks at all.
>>
>>160047018
That a game that made a lot of money and has been played by a decent number of people for a long time is right to be considered a successful indie, regardless of perceived quality. Especially when most indies make fuck all money and are forgotten a week later
>>
>>160047372
The outside light on the lower door probably wouldn't be that strong since it would be a much longer hallway to reach outside.
>>
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I made an animation. lol it actually looks pretty good in game.
>>
>>160047504
I see what you're trying to do but I'll humor you.

Go back and show me where I've said that it wasn't agdg's achievement. I didn't. I was just laughing at them for treating that game as their biggest achievement.
>>
>>160047232
Blue background is a SFW image board.

>>160047439
I know. At least you can still get fat distribution and lift.

Wu is an insane outlier. I am sure the powers are just around the corner.
>>
>>160047218
I honestly start to think that Trump just trolled everyone. He simply knew how to win the most votes, he knew how he could sell himself, but, as the saying goes, he just pretended to be retarded, and he got all the (you)s he needed to get him where he wanted to be.
>>
>>160047848
>Blue background is a SFW image board.
Nice excuse kid. As long as you don't show
>genitals
>butthole
>nipples
You won't be banned
>>
>>160047861
Trump won because Hillary was so awful

Both Trump and Hillary got less votes than Mitt Romney lost with.
>>
>>160047861
this was obvious back in like march
>>
>>160047916
You're bad at fishing for nudes.
>>
>>160047861
Still included "I'mma make Mexico pay for the wall" in his 100-day-plan.

Would still like to see the USA to become more isolationist though. I don't want your filthy product standards in my market.
>>
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does anybody know why OnWillRenderObject is called even when an object is blocked by another one in Unity?
Currently my portals are being rendered even while underneath the floor which is leading to big FPS drops as my game renders like 10 cameras that aren't even visible for 0 reason
>>
>>160046441
Shadow looks like チンポ... I think.
>>
So I'm making a 2D shooter (top down).

Right now I have it so cover works like a percent chance. Low cover will block 25% of shots that hit it, medium goes 40%, etc.

Should I keep like this or do it by damage reduction? If the bullet passes through cover (that isn't the cover the bullets shooter shot from) it's damage is reduced by 20%, 40%, etc?

I would love to hear your opinions
>>
Anyone here use EventSystem for menus in Unity?
I want to know a way of disabling all mouse input. It fucks up the menu focus when its clicked.
>>
>>160048056
Better than being fucked up in the head.
>>
>someone is honestly convinced that the bait simulating rotate was sincere

Remember that you share a thread with these people.
>>
>>160047861
Well two things, first Trump won because Hillary was a bad canidate, almost 20 million dms that voted in the last elections did not vote this election.

Second Trump lost the popular vote so he did not get the most votes


>>160048087

Are you disabling the cameras? Also are you looking at the portals in the scene view? Even using the scene camera (not in the game window) will trigger it
>>
Been here for a few weeks now.
Still don't know who Rotate is exactly?
>>
>>160048213
re: >>160046803
>>
>>160048392
An old meme dev
>>
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>>160040598
Working on a new, moving, resizing cursor to make its location a bit more clear in the menus.

s-still alive

>>160048171
I think the only way to disable mouse input is to write your own Input Module component in the EventSystem gameobject to replace the Standalone Input Module, which is what I did.
I can give you the code, if you like.
>>
>>160048171
What are you trying to do?

In Unity you can check if the mouse is over the UI by a function called (ispointerovergameobject) or something like that
>>
>>160048407
So when are we going to fuck then?
>>
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>you will never go back to 2006 when Unity was cutting edge
>>
>>160045329
>you have to have either tons of assholes or tons of pussies
great logic Eisenstein
that criticism ended up more lewd than I intended
>>
>>160048110
That kinda depends on the rest of the game. How bulletspongy are your mobs? How spongy is the player? Will a bullet still take away 40% health when reduced by heavy cover? If you use high damage bullets, maybe making cover absorb all damage but being destructable seems more suitable?

You are the dev with the Prison Architect art style in the woods, right?
>>
>>160048596
Better trap than rotate
>>
>>160048436
That would be dope, bro
Im not sure how to do it myself
>>
>>160048648
>not going full cloaka
smhtbqhwyf
>>
>>160045895
They have? There are way more of them than us, and they make very effective use of their environment, we couldn't get rid of them if we wanted to.
>>
So how does Unity's subscription model work? Can you just pay for one month when you're ready to publish in order to remove the splash screen?
>>
>>160048596
I feel more like
>you will never go back to when pixel art was cutting edge
>>
>>160048648

I never said tons of assholes. You need to strike a balance between assholes, and sensible people.

It all needs to be kept in moderation, bullying too. You need to bully a dev that's doing stupid shit like random button presses for reloading their weapon. But when he stops being a retard, THEN you praise him.
>>
>>160048585
What's your Kik?
>>
>>160048879
30 years ago?
>>
>>160048917
Constructive bullying is fine, but most aren't
>>
>>160047645
Fair point, but I have bright lights in all my doorways since it's a side-view camera, makes them more obvious.
>>
>>160048020
>>160048042
>>160048079
>>160047861
>>160047218
>>160048379
There are literally two boards dedicated to this, and several no-topic boards where it would also be suitable
>>
>>160048773
Here: http://pastebin.com/tFHfewtw

It's just the StandaloneInputModule.cs file, but with all the mouse handling stuff cut out. Should get rid of all mouse inputs everywhere.
>>
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>>160045812
You forgot part where the beta shitters usually end up becoming extremely persistent bullies online - to cope with being bullied face to face.

Well, at least they aren't shooting up malls and schools.
>>
>>160049096
Trump has inspired many to MAGA through video games so it is related. The US game industry is in sad shape.
>>
>>160049096
>two
i hope you're not including /int/
>>
>>160049131
Dope
Do I just add it to the EventSystem and disable the original?
>>
>>160049014

That was my whole point to begin with, though I still feel the world needs a few complete assholes too, it teaches you how to deal with people like that.

I mean fuck, if you can handle banter and being shat on by random assholes here on 4chan, then the average twitter/tumblr faggot ain't got nothing on you
>>
>>160049279
Yup. The inspector fields should all be the same too.
>>
>>160048671
Yeah I am, I'm finishing up shooting AI since I had to take a few day break cause of exams but I remember someone said something on my cover so I wanted some opinions.

I'll just try it and see what works. I pretty sure that units will be a little tanky, but units can also have armor. So if I make it reduce damage by a percent, then armor is slightly less effective.


Thank you tho I appreciate it
>>
So seriously what's the best way to incorporate multiple outfits into a game?

Say I wanted to have a character that can change between multiple outfits at certain points. Do I need to modify the actual character model or is there some other method? I'm talking things that aren't just textures.
>>
>>160048379
I'm not disabling the cameras, but render is called manually and it's only called on onwillrender.

The onwillrender function filters for the main camera as well.

It doesn't lag when you're not looking at them, but when you ARE looking at them even through walls it triggers.

I'm using VR and forward rendering if that changes anything.
>>
>>160049096
The guy wanted motivation so he got the most motivating thing you could think of:

A guy who literally had the world stand against him and yet he succeeded.

Memes also helped.

All very /agdg/ related.
>>
>>160049276
/news/ and /pol/
>>
>>160049536
You rig them to the same skeleton and draw them on top.
>>
>>160048994
I mean more on the bit war period
>>
>>160046268
I'd curve the gloves a little, they look stiff as fuck
>>
>>160046374
>he fell for the meme
>>
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>working on weird behavior for a long time
>turns out I had "up" instead of "down" when setting a state
>>
>>160049536
>if I want outfits to be different models, do I need a new model?
>>
In C#, with Unity, is there a way I can seal the .AddComponent() function so I can't access it from my code? I want to create a manager/wrapper function that will also call some initialization/loading functions on whatever components I create, so I don't want to be able to accidently forget and skip that call and call AddComponent() directly

I'm thinking something like use an extension method to override the existing signature, but add a private modifier? Is that possible?
>>
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>>160049419
Sorry mate, but it aint working
I must have done something wrong.
You sure theres nothing else to do? Assign it as the module somewhere?
>>
>>160050303
Not directly. You'll have to put a "facade" around it. Or just have a shred of discpline.
>>
>>160050303
idk i guess maybe make it private? i found getting that deep was mainly a waste of time.
>>
>>160050303
Am I missing something? Could you use Awake() or Start() to call the initialization functions?
>>
>>160050303
>dynamically assembling game objects

for what fucking purpose, literally goes against the entire concept of Unity
>>
>>160050859
If so, why does AddComponent even exist?
>>
>>160050502
Huh, that looks correct. The messaging system should just take the input module that's on there.
Is it not taking any input at all? Or is it still talking mouse input? Maybe try deleting the Standalone Module from that gameobject instead of just disabling it.
>>
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Why are shaders so difficult? Holy shit.
>>
>>160051106
not even the unity devs understand how to use unity
>>
>>160051106
Because that's what you need for an ECS, not necessarily for dynamic creation BUT because of this you can easily dynamically create objects by attaching components, it just requires some work.
>>
>tfw rigidbody is so shit that you have to literally make enemy get thrown in the air by an explosion LITERALLY IN BLENDER
>>
>>160049540
Hmmm maybe you Raycast isn't working as you intended?

For example maybe yo're claling render (manually) whenever you ray cast from main camera, but you're raycast is set to infinity so it hits the other portal as well.

In this case you would just break the first time you hit an object with the tag portal;
>>
>>160051146
>shaders
>difficult
>>
>>160051146
They're not unless you're using Unity which has a god awful "FX" framework around the outdated to shit Cg language.
>>
>>160051114
Not taking any input at all.
Tried that, still didnt work.
Ill try to figure it out.
>>
>>160051278
Yeah, I'm using Unity. Got vertex movement set up, but now trying to get the shadows to update using the modified vertices is killing me.
>>
>>160051247
t. downloads shaders from the asset store or never implemented anything hard/not already figured out and documented everywhere
>>
>>160051212
But you can just add components in the editor.
>>
>>160051374
>assetstore
Come on now. Who uses Unity nowadays?
>>
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sorry for lack of progress spent like 2 months hooked on drugs

but I'm back to work here's a new thing I added
>>
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>>160050737
Some of the loading logic requires that other objects complete their loading first, also Unity seems to call Awale() and Start() way more often than I expect it to, especially when loading between scenes

>>160050527
>>160050579
>>160050737
>>160050859
What I ended up doing was creating an extension method for AddComponent(), so it adds the component, and then if the component is one of the types that has loading, it calls it. So it shouldn't affect other code that uses AddComponent()
>>
>>160051361
As in the shadows don't look right on the object or the object isn't casting the right shadow?
>>
>>160051474

It's good to see your progress again, I see you're still adding more novel mechanics to your game
>>
>>160051231
I'm not raycasting at all for rendering purposes.

I'm rendering the portals when OnWillRender is called and the camera is the main one (I.E. the VR eye)

If I was ray casting, then the wouldn't render unless the center of your viewport was hitting them. As far as I know, OnWillRender is supposed to be called after the culling step.

Would the fact that the portals are on a different layer from everything else affect anything?
>>
>>160051419
Unfortunately too many people
>>
>>160051474
>drugs
you don't deserve to be a dev
>>
>>160051474
neato

my mom liked your pantsu harvest itchio logo
>>
>>160051319
>>160051114
Shit nigga I figured it out
Well first it wasnt selecting the first selected set in the event system, so I manually set it in code
And its not taking the xbone analog input, which isnt the end of the world, but it would make inconsistent since the player can use it to control the character
Ill study more about this stuff, make my own. But real thanks, man.
>>
>>160051507
>I don't know what script execution order is, better just fuck my shit up with this complete mess

side note: if you have circular dependency, your code is GARBAGE
>>
>>160051474
That reminds me of old amateur freeware dos games from 90's

Me likey.
>>
>>160051474
>like 2 months hooked on drugs
sounds like severe heroin addiction
>>
>>160051567
Putting portals to the default layer did not fix the issue unfortunately.
>>
>>160051474
>sorry for lack of progress spent like 2 months hooked on drugs
It's funny how casual you are about it
>>
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>>
>>160051980
is that a school shooter sim
>>
>>160051374
>anything hard/not already figured out and documented everywhere
Such as? The hard stuff is lighting and if you're trying to do your own lighting from scratch you're a madman.
>>
>>160051980
>sandblasting your concrete tank traps for a new coat of paint
Reasonable.
>>
>want gf
>need gf
>no-gf-pain is too high to dev

how fix
>>
>>160052123
Dev a gf
>>
>>160052123
buy a realdoll for 5k
or make one yourself in a 3d printer for 10k in materials
>>
Maido dev are you in here? You use Win32, right?
>>
>>160052062
you are now the 7th person to ask that, 3rd person on this board as well as 4 people irl

I may just have to turn the game into one if thats what people want, but I have a feeling have a "school shooter sim" on my portfolio wouldn't be good
>>
>>160052123
Make one of your friends undergo hrt
>>
>>160052285
Mad cash like Hatred though.
>>
>>160051698
Good to hear! I manually set my selected game objects and don't really use controller controls, so I didn't consider that it might be a bit buggy.
There are some resources about writing your own module, but using the standalone as a base and editing in/out what you need from there seems like the easiest way imo.
Good luck!
>>
Do the people who reply to offtopic blogposts have games?
>>
>>160048087
>does anybody know why OnWillRenderObject is called even when an object is blocked by another one in Unity?
Because you don't have occlusion culling enabled with static objects?
>>
>>160052364
Several unfinished ones in fact!
>>
>>160052364
What do you do while you compile/build lighting?
>>
>>160052463
https://www.youtube.com/watch?v=g-sgw9bPV4A
>>
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>>160040598
I guess it's a little early but I wanted a break from my main project
.
>>
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>>160052285
>>
does a meme game look bad in a portfolio?
>>
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>>160040598
>>
>>160052449
I think I do.
Googling that I ran into this
https://docs.unity3d.com/Manual/OcclusionCulling.html
and when I enable overdraw in scene view I can see literally everything with the main camera selected- it seems like it isn't culling ANYTHING from depth, even though I have occlusion culling on.
>>
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I'm trying to get buttons to change color when they're moused over. I know these events fire because I tested with printString.

I even just straight hooked up Constructed to one of the set functions and it still didn't work. In that even when the widget was constructed it still refused to have any effect.

I looked online for help with this function and the help I found told me it should have worked.
>>
>>160052828
>rust
really?
>>
>>160052856
Not him, but have you tried checking static?

Also, as I was talking about earlier, culling doesn't happen if other cameras (that aren't disabled) are looking at the object
>>
>>160053072
Yes, really.
>>
If Unity lets you do things like C# reflection, how does it also let you build to targets like consoles? Does it translate reflection code into something that works on other platforms? Or is it going to break?
>>
>>160053153
>Or is it going to break?
its unity so yeah
>>
>>160053120
Oh, really? That could be causing it. The cameras are never disabled, but they don't render.
I'll try that, thanks anon
>>
>>160052828
>rust
Nodev detected
>>
>>160053153
Why wouldn't reflection work on other platforms?
>>
>>160053134
>unwrap()
>unwrap()
>unwrap()
>unwrap()
>unwrap()
unwrap()
>>
>>160052581
>whatnow.gif
>>
>>160052796
Any game looks better than no game

Any finished game looks better than any unfinished game
>>
Don't forget to have a lot of good setpieces in your game
>>
>>160053045
Do you maybe have them inside another element with it's Content color set to something other than white?
>>
>>160053362
Rust could really benefit from monads like Haskell does them. try! is good enough for the mean time before HKTs are supported (if ever).

And I don't even find unwrap calls to be that bad, it's just an assertion that I am providing valid inputs and even a potential hint for optimization. I like this kind of thing.

It's also encouragement to use types to design APIs that can't fail at runtime whenever possible.
>>
>>160053045
Disregard, I am a gigantic retard. I finally really took a second to understand the tooltip for the button

Actually changing the button color requires use of the SetBackgroundColor function, SetColorAndOpacity only affects the content of the buttons, not the buttons themselves

I swear half the time I bitch to you guys I solve it myself immediately

>>160053613
Nah I got it. Refer above. Thanks for trying to troubleshoot, though
>>
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>progress was great
>got tons of positive feedback
>stopped making game anyway

how do I start again and/or kill myself
>>
whats the highest amount of lines you have in a single code file

only 1906 here
>>
>>160054020
Just do it.

The second you start it becomes easy to continue.
>>
>>160045974
I'm kinda glad to see your game in all honesty
I can't picture where you're going with it but if it's where I think it is, there's plenty of potential here
shame it looks like vomit
>>
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Does pic related look better than >>160044137?
>>
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>>160053427
I wish I knew
>>
>>160054020
make a list (either physicall or mentally) of shit to do, then force yourself to do the easiest, with the motivation being that it'll be quick and easy.
10 hours later you wont even look back.
I know from personal experience, I've been there.
I only recently finished and published a game that I started in 2014 and stopped working on some time in march 2015
>>
i want a dino gf
>>
>>160054328
Ice Pokemon
>>
>>160054328
>not using cute meteorite sprites with llittle legs and arms
>>
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>>160054426
thanks friend, that's solid advice. I still have txts around with the last to do's

>>160054267
you too
>>
Who played my game?
>>
>>160054328
>>
>>160054672
>I still have txts around with the last to do's
excellent, having a "heading" so to speak, to navigate your progress is priceless
>>
>>160054648
>>160054656
you two may be on to something
this is valuable feedback
>>
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>In the zone, progressing like crazy
>Forget time
>Fast food and grocery store closes
>Will have to order an entire pizza for myself cause my refrigerator is empty
>Running low on money everyday
I dunno if worth it but holy shit I am hungry right now
>>
>>160055221
You won't die if you don't eat everyday
>>
>>160054268
>shame it looks like vomit
ouch
I'm trying anon, I'm just inept
>>
>>160054734
Which game?
>>
>>160055221
Wait until tomorrow, don't be so weak
>>
>>160055221
To fill full, drink lots of 'ter. ('ter is my short-hand for "water", i refer to it as 'ter in order to save time)
>>
>>160053120
Alright, looks like this didn't fix it. The portal cameras don't render anything on the portal layer, but it seems like there's kind of a recursive thing going on where
>you look into a portal
>the portal camera sees all the other portals
>the other portals update even though portal recursion isn't a thing
ho hum
Then again it might not be that at all because for some goddamn reason even with occlusion culling baked (kind of strange actually, it baked INSTANTLY) the portals are still "visible" through the ground.
Then again, occlusion culling shouldn't be the answer to the question when OnWillRenderObject is being called for 0 reason even with no cameras looking at the object itself.
>>
>>160055221
>Can't eat 1 pizza
I'm what /fit/ would consider a manlet and I easily consume 1, if not 1,5.
>>
>>160055587
Kill yourself, reddit
>>
>>160053362
>>160053660
see the new ? operator in the newest rust release senpaitachi
>>
>>160055846
Its less about eating an entire pizza and more about the price
Though I suppose in the end it wont matter much since it will likely last me 2 meals
But I ate pizza yesterday and I will eat pizza with friends tomorrow, this cant be good for my health
>>
>>160056427
>this can't be good for my health
well you don't have to drench it in kebab, chicken, garlic sauce, fries and extra cheese you know.
>>
itch stats, lets see 'em
>>
What are some good sources and tools to introduce myself to gamedev?

I've been programming for a few years so that's not a concern. I just don't know where to start. So far I've just been messing around in Love and Unity.
>>
>>160047372
nice classic u shape for the entrance.

the carpet seems flat , not sure if its in progress
>>
waiting on GCC to install on OSX right now, kill me.
>>
>>160056383
>see the new ? operator
it's not new
>>
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>>160056997
only got one game up, put it up on the 11th
>>
>>160056383
Oh, I didn't realize it was implemented. Though that's basically just try! in different clothing.
>>
>>160057291
any feedback yet?
>>
I spent some time recording a video of my demo. Turns out the total runtime is around 1:40, and it's totally not balanced at all in the second half of the game. Whoops.

Anyway I will upload it to Youtube and then try to cut a trailer out of it somehow, then ship it around and beg for artists.
>>
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>>160051741
nah I don't have the hookups for heroin
cough syrup and benadryl lmbo

anyway here's another enemy I made
lots of bone-dodging action
still need a collapse and attack animation
>>
>>160057365
nope, no comments on my page
>>
>>160057104
>Nov 10, 2016
>>
>>160057408
Come on son
Everybody knows that skellys that assemble back are red
Dont fuck around with vidya common sense
>>
Holy hell, unity LITERALLY does not have any way of detecting whether or not an object is visible.

The best solution is to "raycast and then check if it hits" which is abso fucking lutely retarded because that won't work when the object isn't covering the center of your screen

Anybody have any ideas as to how I could detect whether or not an object is being rendered by a particular camera?
>>
>>160057921
pos
>>
>>160057921
try googling
"unity how to detect if object is rendered camera"

There are lots of different solutions
>>
>>160057970
pos? You mean position?
that wouldn't help me much at all. I can detect if the position (or the bounds) are inside the frustrum but there's 0 way of detecting if the object is behind something or if only part of it is visible.
>>
>>160058112
Been doing that all day, mate. None of them actually work.
You can detect if the object is within the camera's frustrum, but you can't tell if it's behind an object. Even OnWillRenderObject lies and claims that any given Camera.current is rendering even if that camera is totally occluded from the object.
>>
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>>160057921
unreal doesn't either. I raycast up to 5 times to check. it's close enough

unreal did have some thing like "time last rendered by camera" but it's not too accurate cause sometimes it will render things even if they're blocked by another obstacle
>>
>>160057921
>The best solution is to "raycast and then check if it hits" which is abso fucking lutely retarded because that won't work when the object isn't covering the center of your screen
Nigga what. Raycast towards the object.
>>
> want to know how to make NPC recoil back off hit or explosion
> look up guides on google
> literally cant find anything
> try explosion force
> oh wait my npcs dont use ridgidbody
> try to make ridgidbody work with character controller
> doesnt work
> try to find more guides
> "lol just use simple move bro"
> try it
> does literally nothing to my npcs
ah so this is the power.... of unity....
>>
>>160058261
raycast from screen/camera to object center/bounds after checking?

that should work unless the camera is clipping inside the object, but there are ways around that too.

essentially:

if (within frustrum)

if raycast(screen, object position - screen, out hit, long distance)

if(hit.gameobject == goalObject)

object = visible
>>
>>160057921
>what is Renderer.isVisible
>>
>>160058264
Jesus christ
>>
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>>160058284
nope. No matter how you ray cast it's not going to work in all situations. See pic.

>>160058663
Wouldn't work if the center of the object is covered

>>160058670
>what is Renderer.isVisible
something that returns true if the object is anywhere within the frustum of any camera that could theoretically see it, including the scene camera
>>
fully implemented a health system that i'm happy with

for comparison previously the way it worked was if you took damage you would drop one of your abilities. the problem with this system is it's very binary and losing an ability is boring because you have to either backtrack to get it again or id have to put the relevant powerup everywhere in the level you might need it

the way it works now is each orb has its own regenerating bar, but if the bar is brought to 0 the ball cracks and can no longer protect you from damage. so if you manage to crack all the balls and take damage, you die. but the key is the balls still provide you with their ability when fully regenerated, even if it's cracked. so backtracking because of making a mistake and getting hurt isn't an issue anymore, and there's now functionality for low damage/ damage over time
>>
>>160058773
There are basically three possibilities if you want something more accurate:
1. Do several raycasts to different parts of the object. You'll want to vary these randomly with time to get better coverage.
2. Do an occlusion query with a low-fi version of the scene. This will have latency and I don't even know if you can do it in Unity.
3. Do your own accurate occlusion culling. This will likely be inefficient as occlusion culling is supposed to be able to give false positives to run faster.
>>
Anybody here have experience with Adventure Game Studio?
>>
>>160058773
if 100% accuracy is a must then you have to check if the objects AABB is within the given cameras frustum
>>
>>160058773
a more specific term for what you want is whether the object is occluded

there are different solutions depending on what degree of accuracy you're looking for
>>
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>>160058670
"Note that the object is considered visible when it needs to be rendered in the scene. For example, it might not actually be visible by any camera but still need to be rendered for shadows. When running in the editor, the scene view cameras will also cause this value to be true."

>>160058773
check the nearest corners of the bounds then as well

sorta like #1 >>160059039
>>
>>160059326
>check the nearest corners of the bounds then as well
this is exactly what I'm doing here:
>>160058264
>>
Been talking to my girlfriend about sorting algorithms for an hour and now I think she hates me. She suddenly got "very tired" and was "going to sleep" at 9 PM.
>>
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>when you realise the true reason you do things is just to impress others
>>
>>160059584
did you mention bogosort

I mean yea its boring shit to normies but if you can't get at least a smile out of bogosort then you should check if your girlfriend is real/alive/loves you/isn't a dog
>>
>>160059584
time to ditch her
relationships are a two-way street, but all she wants is your manna
>>
>>160058571
just change the transform opposite from the explosion source
>>
>>160059809
I did, it's the first one I mentioned, she said it was stupid!
>>
>>160059802
when it boils down to it, everything you do is to impress others
next time you really enjoy something, whether it is a movie, a game, or anything else, try to bottle it up and to not talk about it to anyone for a month
>>
>>160059153
Wouldn't that return true even if the object is occluded, though?

>>160059160
Could you humor me with some of them?
I got fucking tricked by unity's claim that
>"The function is called during the culling process just before rendering each culled object"
for OnWillRenderObject() which seems like a flat-out lie


>>160059326
>>160058773

I suppose this is my only option, thanks. It just seems so... primitive. I seriously didn't think that detecting whether or not an object was visible would be even remotely hard.
>>
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How's Unity controller support?

Is it easy to set up? A pain in the ass? Should I even bother?
>>
>>160060015
dump her now
>>
>>160060134
ez af fampai
>>
>>160060134
It's really easy to set up, but you shouldn't bother.
>>
>"Your game is unoriginal. It's just ____ mixed with ____"

How the fuck do you respond, lads?
>>
>>160060297
how else?
"where's your game?"
>>
>>160060297
"Yeah but it's fun."
Originality is overrated
>>
>>160060062
you'd have to follow that up with raycasts to determine if it's occluded, but you already have the 6 planes of which you only need the near plane. On the near plane you have 6 points(top left, top right, bottom left, bottom right, center)

from the center you can calculate where the other points are and cast rays from those.
>>
>>160060206
>>160060256

So it's an easy set up. Any compatibility problems or issues that I should know about ahead of time?

Thanks senpaitachi. Have some booty.
>>
>>160060062
something really whacky: you could do some sort of masking thing where the object in question uses a color not used in the rest of the scene, then check the pixels of the rendered for that value.

>>160060134
it has cross platform input for different platforms
and you can easily alias any number of keys or buttons into a single "fire" "accept" "cancel" etc. so it works with gamepad/keyboard

>>160060297
"that was/wasn't intended, but okay"
>>
>>160060297

With a sik webm
>>
>>160060393
rendered image*

>>160060384
for keyboard controls: Input.GetAxisRaw and Input.GetAxis is an important distinction
>>
>>160060381
5 points*

this is btw how I deal with camera collision and occlusion on an orbiting camera rig, works like a charm.
>>
>you will never make a cute 3D game like this
WHY LIVE
https://youtu.be/RlrbUhsMLa8
>>
what's better? collab of:

>code guy intermediate level
>artist guy intermediate level

or

>code/artist guy beginner
>code/artist guy beginner
>>
Shaders are fucking hard
>>
>>160060381
I already can detect if it's within the frustum with OnWillRenderObject() but thanks man

I'll post results when it works

>>160060393
>something really whacky: you could do some sort of masking thing where the object in question uses a color not used in the rest of the scene, then check the pixels of the rendered for that value.
Oh hey, this is actually how I was rendering portals at first before I realized that it was much, much easier to simply render the portal material onto an object. Thanks for the suggestion, anon! This is even better because it'll work even through diffraction layers and shit.
I'll try this out after I implement the raycasting as a proof of concept.

Wouldn't that method require a separate camera rendering things yet again, though? That was where the lag was coming from in the first place. I'd also have to make a system where each individual portal is assigned a unique color... Sounds like something for another day, actually.
>>
>>160060634

Anyone with actual experience.

Beginners will just flake on you and have no patience for the process.
>>
>>160060634
Specialisation is the reason you are not digging potatoes out of the mud right now.
>>
>>160060561
shaderfag here
that's the dream
im so far behind
>>
>>160060634
first, obviously.
What's the point if you both are bad at what you do?


Think of the workers as countries, and as the game building as trading, then look up trade economics.
(this is also why trump is retarded btw, trade makes everyone better off and tarrifing it reduces it significantly)
>>
who considers themselves as creative as hopoo, googs and pugdev?
>>
>>160060393
>>160060713
>something really whacky: you could do some sort of masking thing where the object in question uses a color not used in the rest of the scene, then check the pixels of the rendered for that value.
This is just GPU occlusion querying but, like, a really hacky inefficient version.
>>
Why has nobody made /pol/ the game?
It wouldn't even be hard.
>>
>>160060561
Her movement speed is too fast.
>>
>>160060793
if you mean
>>160045974
then jfc senpai just off yourself
such a pathetic display
>>
>>160060713
>>160060938
yea it seems like it would require another camera or at least a crazy shader.

good luck
>>
>>160060938
Unity doesn't offer GPU occlusion querying.
>>
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>>160061081
>>
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>>160060978
No game could ever accurately capture and depict all of /pol/'s nuances and intricacies.
>>
>tfw want to do it all yourself but you never get out of learning the basics
>>
I don't want to dev alone anymore..
>>
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>>160060978
>>
>>160061159
>>160061165
Team up
>>
>>160061134
cruz is my favorite election meme
>>
>>160061159
>being shit at working with limitations
think where video games would be if the early game devs were like you
>>
>>160061273
But I need to be good at art for the game I'm making.

It's not fair.
>>
>>160061019
c'mon now
it's not that bad
>>
>>160054020
Love how that looks.
>>
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Ok now how do I actually resolve collisions now? Method is separating axis theorem. :^)
>>
>>160061534
Nanashi no Game
>>
>>160060720
Beginner here.

What is 'the process'? Where can I learn about it and the other various fundamentals? I've been programming for years and have watched several youtube tutorials in recent weeks but I feel that's not the appropriate way to go about this.
>>
It's kind of comf being a nodev, to be honest.
>>
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man it's not even halfway done yet

it was 20gb raw, gonna be like 6gb encoded. but that should be able to finish uploading overnight
>>
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Making a Ultima Online clone.

Any suggestions?
>>
>>160062158
make a game
>>
>>160062158
The process is planning, testing, making assets, working through the boring parts, collaboration, maintaining outside interest (posting progress), marketing, polishing, bug fixing, compiling, pushing to market.

Roughly.
>>
>>160062338
Why would you even reply with this?

Just to meme? Is that all you care about?
>>
>>160061383
yes it does, stop encouraging them
it's not too late for them to change
>>
>>160062293
>Ultima Online clone
>3d

you're some fucking Trammel baby aren't you?
>>
>>160062461
he's right though

you can't teach experience
>>
>>160062593
You make the art in 3d, but make spritesheets using that
>>
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Spawns a rocket on a critical hit, this is with max 10 rockets and 100% crit chance
>>
>>160062034
>Find out penetration depth
>Get the normal of the other collider
>AKA MTD, Minimal Translation Distance, read up on it

translate your position by (normal * depth) to separate them.
>>
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Alright, thanks for the tips, folks! Everything is running perfectly now, even if it's not super ideal.

Last question related to these portals (been working on them for about two weeks due to VR fuckery making everything harder, glad to almost be done), what would be the best method for early pixel rejection, such as this pic?
I'm currently calculating the oblique near plane to render from from from the portals which works fine, but I want to make it only render pixels that will actually appear on the portal.

What's the best way to achieve this?
>>
>>160062690
I wasn't asking for tools that would teach experience.
>>
>>160062930
Stenciling.
>>
>>160062928
>>160062034

I might add, since you use separating axis theorem, to get the penetration depth you simply get the distance between the 2 offending polygons after intersection, the normal would be the direction perpendicular to the point of intersection.
>>
>>160063079
Would that reject before or after the rest is rendered?
>>
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Asked this earlier today but only got one opinion so I'm asking again:

Right now input works when you click an icon, it anchors to that planet and then you use the mouse wheel to "zoom in" on the planet.

But I'd like to have camera zooming on the solar system map, so you can zoom out or in for a better view of the orbits.

But how would you handle switching from the map view to the planet view? After a certain zoom threshold it automatically changes? I feel like that would be annoying as a beginner because you wouldn't know what "zoom level" is going to trigger the transition to the planet view.

Thoughts?
>>
>>160062928
I got the MTD from the collision function which returns it as a scalar, but will break if, for example, the player falls really fast onto a block and is resolved to the side of the block instead of the top. Is there a practical way around this or does everyone just say fuck it and limit velocity?
>>
>>160063127
Oh, never mind, it happens after the fragment is shaded. The depth test can happen before as long as you don't write the depth in the shader or do any other discarding.

On that note, you could try doing your own test in the shader and discard fragments that don't pass before actually doing any shading.
>>
>>160063174
>double clickes planet
>zooms in
>right clicks
>zooms out to solar
>right click to zoom out from solar to whatever
>>
>>160062841
Missile swarms are my favorite thing.
>>
>>160060134

I've got a PS3 pad hooked up via USB that pretends its an XB360 pad.

Input.GetAxis("Horizontal") and ("Vertical") detects it just fine. Even returns a float, so just tilting it a little gives you a smaller value...
>>
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>>160063386
this
>>
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>>160063289
What exactly would I be depth testing?

Some images might help. This scene lags a little bit because the oblique planes are being set so it's not back-rendering, but there are still issues as even the portals that are only like 1px still render the entire width of their frustrum.
>>
>>160063249
there are some ways to work around this. You can monitor your velocity and do a raycast(or whatever equivelant your engine has) in the direction of travel if it exceeds some threshhold, that way you will always have the distance between your expected point of collision and the objects point of collision you're falling toward and you can predict stuff more precisely.

accurate collision detection is all about predicion really.
>>
>>160063769
>>160063289
Also, as for my own pass, wouldn't I need a separate camera or something to actually get a mask through which to render?
>>
>>160063768
that look's fan fucking tastic
>>
>>160058898
your game always looks so bouncy and alive
its a pleasure to look at
>>
>>160063769
you really thought we wouldn't see that skellington, huh?

better explain yourself, now.
>>
>>160063289
>Oh, never mind, it happens after the fragment is shaded.
Is it? I really don't think so.

Stencil test is definitely what you are after in the portal example.
>>
>>160063769
>>160063913
I dunno if this is possible in UE4 but you'd basically just clear the depth buffer to zero and draw the portal, setting the depth to one wherever it is visible (this depth buffer would be different from the normal depth buffer).

Also I see stencil test can be done early whenever depth test is although it's never technically guaranteed. To do this properly you would do occlusion culling for the portal as well and ideally use deferred rendering to really only shade the fragments you see.
>>
>>160063768
My dick
>>
>>160057812
but what about super mario skeletons
>>
>>160063769
Render the scene without the glass.
Render the glass to the stencil buffer.
Render the inverted scene to places that pass the stencil test.

Stencil test runs after vertex and before fragment shader. You can also make a tight view frustum to cull any geo that is not in the mirror, but I would worry about that later.

This is 100% the way to do it.
>>
>>160064109
The depth and stencil tests aren't guaranteed to run before the fragment shader but they CAN if the shader doesn't do any discarding or depth writes.
>>
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Had to go eat with some friends, but when working with AI i figured out I had to have available spots for cover in order to get the feel of the game right, so I did just that

I made a cover generator that works on the size of the hit of the cover's hitbox.

ez cover generator so now I'll never have to deal with it again feelsgreatman
>>
>>160064473
Sooource.
>>
How do you guys deal with back pains after a long, tense day of extremedevving?
>>
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>>160064072
You're a skeleton (for now)
You cast spells
in VR

Not sure where the game is going at this point but it's either going to be wave-based defense or dungeon crawling. Here's a short vid (with the audio lagged for some reason)
https://my.mixtape.moe/eemknd.webm
I recently figured out the portals which are pretty neato, walking through them is seamless and it changes your size/floor definition/etc so that's really neato
>>
>>160064569
Common sense. The depth test is atomic with the depth write, same for stencil. If the fragment shader affects either of these (by writing to depth/stencil or discarding) then they clearly can't happen before.
>>
>>160064674
I usually ask my girlfriend to give me a back rub
>>
>>160064730
Okay, but source.
>>
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>>160062293
>>
>>160064170
>use deferred rendering
not possible to make this look good in steamVR's setup.

>>160064413
>Stencil test runs after vertex and before fragment shader.
Even with forward rendering?

Also, the portals are already rendering fine. I just want to clip off the excess, I don't really want to change my entire portal rendering system for a little performance gain.
>>
>>160064783
fuckngi

fcuki

FUCKING die
>>
>>160064730
>>160064809
As in I would like to learn.
>>
>>160064809
https://www.opengl.org/wiki/Early_Fragment_Test

https://msdn.microsoft.com/en-us/library/windows/desktop/ff471439(v=vs.85).aspx
AFAIK this doesn't actually force it but is a hint that it is okay.

>>160064927
That's all there is to it.

>>160064883
>not possible to make this look good in steamVR's setup.
That's nonsense, there's no visual difference between forward and deferred rendering.
>>
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>>160051519
This is my issue right now.

If I set my LightMode to ShadowCaster, shadows work but the rest of the shader doesn't. I think I need to do an extra pass in the shader for the ShadowCaster, but I'm having trouble making an additional pass.
>>
>>160065112
not anon but look it up in regards to the vive and steamVR, IIRC it's forward-rendering-only and it's like that because it gets you massive performance gainz in vr for whatever reason.
>>
>>160065112
Yeah, I eventually got there. Sorry, was being lazy.

It was just it was against what I have observed, in that stencil does discard fragments which saves shading. Specifically I was using the feature, but not checking for it's support on the hardware.

As I said though, this is pretty universal that stencil does discard fragments, as far as I know (which isn't far apparently).
>>
>>160065198
So, the way shadow casting works is the scene is drawn from the POV of the light (no shading) and the depth buffer used to test if something is in shadow or not. Right now, your vertex transformations are happening when the foliage is drawn for rendering but not for shadow casting. I dunno how to do it in Unity but you need to get that transformation into the shader used during shadow casting.
>>
>>160065413
Hmm, alrighty. Hopefully it won't be too difficult, thanks.
>>
>>160065265
Sounds like broscience to me. Deferred should generally net you better performance than forward (except with clustered forward rendering which is pretty brand new). In any case, only reason to ever use forward rendering over deferred rendering is for MSAA, transparency (though you can integrate transparency in a deferred pipeline), or if you want multiple lighting models for some reason (can still technically be done with deferred).

>>160065318
It discards fragments, yes, but not necessarily for performance reasons. That can happen either before or after depending on the factors I've outlined.
>>
Reminder that someone ACTUALLY posted this in /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.)

Lol. Just fucking lol. :)
>>
>>160065718
Different lighting/material models is pretty common in deferred renderers now, non?

>It discards fragments, yes
Ah, sorry, I mean early-discards. I am dumb, recall.
>>
Oh boy here we go
>>
>>160065738
Ummm, can you delete that? Thanks.
>>
>>160065718
MSAA is pretty important for VR at its current state


also ignore float bait post + samefag replies pls
>>
>>160065738
Reminder you are reposting a troll post. This is exactly what they wanted, making you the dumbarse.
>>
How long does it take before I stop hating myself so I can just like make progress?
>>
>>160065848
It's pretty uncommon for the fragment shader to do its own discarding or depth writes, so yeah, most of the time it happens before. But historically and in the standards it happens after with the possibility of happening before if it definitely won't have an affect on the image.

>>160065958
Makes sense, then, but it's not a performance issue.
>>
>>160066015
you have to make progress to stop hating yourself
>>
>>160066015
Drugs. Adderall, Diazepam. Weed (tiny amounts). Alcohol (Balmer peak).
>>
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>>160066079
>>160065738
>>
>>160066015
tell me if you find out
>>
>>160065738
Why are people that stupid allowed to post? This is even worse than the people who say you need triangle math to make a game.
>>
>>160065738
>A floating point means that the number has, well, a floating decimal point.
Wow. Just fucking wow.
>>
>>160066380
you cant even make sonic the hedgehog without "triangle math"
>>
>>160058898
So this is the power of juice
>>
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>mfw goto is the solution
>>
>Lerp is too fast and jarring
>SmoothDamp is too bouncy

well just fuck my shit up, how do I make snappy camera movements that don't feel fake?
>>
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>>160065738
Is that from a Full Sail """graduate"""? lmao. :)
>>
>>160066802
What the fuck is that image? It's disgusting.
>>
>>160065960
People who think they are smart get trolled so hard. Don't even know the capital of beijing is bangkok until it hits them
>>
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Messing with bloom and materials. I'm curious what purely shader driven nav lights might look like.
>>
>tfw you want to make a platformer in GM:S but you don't want its gamefeel to feel "samey" to the other indie platformers

What do?
>>
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>>160063768
ITS A CIRCUS!
>You will never make a game that can capture this
>>
>>160066079
>>160065738
Disgusting. Absolutely disgusting. Why is this allowed?
>>
>>160067061
Looks good, how did you do it before if it wasn't through emissives?
>>
>>160067076
if you are worried about a platformer feeling like other platformers give up

no matter how fast or slow or snappy or slidy you make it, there's always some other platformer its going to "feel" like

just make game
>>
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>>160067083
I tried for a game jam last year. I think it was cooler to look at than to play. That's where that old gif is from.
>>
>>160066802
>that image
DELETE THIS
>>
>>160067314
How did you do it?
How does the camera work?
>>
>>160067302
What chance does my game even have without a unique gamefeel, though?
>>
>>160067314
Is the tail a particle system or trail renderer? Looks really good.
>>
>>160067478
pretty high desu
I'm still getting downloads on my awful looking broken pixel platformer to this day
>>
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>>160066491
>>160065738

I got to learn about floats in second year of Software Engineering. It was basically:

-Floats occupy 32 bits, doubles 64 bits
-It's like scientific notation! These bits represent the value, these bits represent the exponent, and this one represents the sign
-Just like how ints have bits that represent the 1/2/4/8/16 place, bits in a float can represent 0.5, 0.25, 0.125, and so on.

For the test:
-You will have to convert base 10 decimal numbers to bit-wise representations (and vice-versa). You will not have to deal with fractions bigger than 1/8.
-You don't have to worry about how the ALU actually handles FLOPs.

That was a fun class.
>>
>>160067478
cute art, fun battles/challenges, good story

literally everything else

just get started
>>
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>>160065738
>A floating point means that the number has, well, a floating decimal point.
>>
>>160067314
Ayo this looks too dope but I dunno if an entire game of this could even work
>>
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>>160065738
>>
>>160067585
>second year
5th rate uni?
>>
>>160067842
>>160067314
>a rip off of an already very poorly received game's mechanic
>the mechanic in question is the one that made people dislike the game in the first place

wew

https://www.youtube.com/watch?v=HCKrHVzk3yY
>>
>>160065738

Please stop posting this.

Every time it is posted it wastes 10-20 posts. We get it, it's retarded, and we've all seen it already.

Also, stop responding to it and wasting thread posts. Please.
>>
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>go to post progress
>see obvious source poster
>he's changing his tactics a bit

i-i'll just wait until later.
>>
>>160067585
I had to write double floating point operations (+ - * / square root) in software (C and ASM), meaning I had to cast it as a uint64 and mask + shift the pieces out bitwise, calculate the stuff and shift + combine back.

It was fucking horrible, but very educational. We basically timed our software implementation against intel's hardware implementation.
>>
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>>160065738
>>160067585
>there are people who actually believe this nonsense
wiyg
>>
>>160067934
most universities have gen classes you take before your core classes

my university, CMU, didn't teach us that until 2nd year and we're one of the top 3 CS schools in the nation
>>
How do i make a game guys?
>>
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>>160068151
>being so triggered by someone who is easily filtered that you don't post progress
Make sure you turn off post stubs.
>>
>>160068337
You will it to life.
>>
>>160068337
just like
>>
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>>160068180
>wiyg
I have it right here, actually.
>>
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polishing up for another approaching release date...
>>
>>160068370
I do but usually when there's an episode going, there's a progress gets drowned out in the samefagging (if you don't filter it) and the trolls tend to impersonate and respond to your replies as you which is honestly the biggest reason to wait until it blows over.
>>
>>160068337
maybe like create entertainment
>>
>>160067934
>>160068218
>rekt
>>
>>160068491
ill be honest, i haven't really been that interested in your progress posts. then i played your demo. it was really fucking fun anon.

keep up the good work. im hooked now
>>
>>160068218
>top 3 CS schools in the nation
Fucking prove it.
>>
>>160068534
Except that doesn't happen. And no one here is that stupid that they'll believe some fag impersonating a dev is the real dev. And even if they did you can easily prove the faker isn't you by posting even more progress.
>>
>>160068534
Honestly, I just avoid posting progress on weekends. Is when the guy goes full austim, probably because he doesn't have to go to school early in the morning.
>>
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>>160068684
here you go man
>>
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>>160067229
I typically do it with offset billboards. They're just regular old billboards, but with a set offset towards the camera to help with the ugly clipping that comes with just putting a billboard on a light.

I usually make them scale as they get further from the camera as well so you can see them from a distance.
>>
>>160068852
So are we into the part of the samefagging where the samefag talks about himself?
>>
>>160068731
>And no one here is that stupid that they'll believe some fag impersonating a dev is the real dev.
im really sorry anon, i want to believe it too. but thats simply wrong. look at how many people have impersonated bokudev. its practically impossible to tell when hes really posting or not. also look at all the googum imposters.
then you get the source poster who will respond to your replies giving false information while still sounding like you. its even worse if you leave and you end up with a worse reputation when you get back. thats why its best to just wait.

>>160068852
didnt notice its usually on the weekends. good to note
>>
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Which one looks best my niggas?
>>
>>160069049
Top right
>>
>>160068974
isnt this a Source thing?
https://developer.valvesoftware.com/wiki/Env_sprite
>>
>>160068218
You're university isn't even ranked?
>>
>>160068974
Huh, seems like an odd choice when emissive bloom is so easy to do, but I suppose its so you can control the scaling more easily?
>>
>>160067842
Me neither. I did it for the microgame jam. To win, all you had to do was survive for 30 seconds. For it to work in a real game I can only imagine it working as an occasional minigame in some kind of shmup.

And like I said, I think it was cooler to look at than it was to play.

>>160067451
The plane moves forward and the camera follows with a preset offset that was somewhere below and to the left of it. It follows with a slow lerp though, to make the scene more dynamic. The squares make the whole scene look like it's going much faster than it really is.
>>
Someone link me a devving playlist
Only the optimal devving soundtrack
>>
>>160068991
Probably. Also as stupid as it sounds, >>160068731 this has happened a least twice before. Impersonator even took the time to edit webms of one game to make it look like he was editing the game. And don't forget about the square waifu game made by a guy that pretended to be bokudev all the time, probably to get attention.
>>
>>160068876
Ah, of course it'd be you again, Grant. Lol. Just fucking lol. How's that garry's mod map coming? Hahahahahahahahahahahahahahaha. :)
>>
>>160069139
Is it? I don't know the real name for whatever it's called, it's just some little script I made for myself in Unity and re-use fairly often. Offset billboards is what I ended up calling it.

>>160069234
Having very direct control over the scaling and appearance of it is the primary reason for it, yeah. The bloom looks really nice up close, but once it's off in the distance you won't see it at all. Maybe using both together is the way to go.
>>
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>>160069337
>Impersonator even took the time to edit webms of one game to make it look like he was editing the game.
Wow. When did this happen?

Did someone inform the police? I hope they did...
>>
>>160069326
last time I did that I got bullied, dunno mate
>>
>>160068218

>most universities have gen classes you take before your core classes

True. My first year was general engineering, which included:

-Two calculus classes, and linear algebra
-Physics (emphasis on electrics and magnets)
-Circuitry
-Two different types of chemistry
-Statics
-A class about engineering design

And of course:
-Babbies first programming class, which was both the easiest A I ever had, and the highest failure rate across first year...
>>
>>160069568
It is hilarious to teach the babby engineers coding. They put the least effort in compared to their other 'important' classes and just get nowhere. If they just gave a little effort.
>>
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Made a mock-up, I've always wanted to make a shmup with nebulae as the background but had to darken it so it wouldn't be as hard to see.

Everything's a placeholder for now until I have the designs ready and get through the ropes of programming but making a clean, non-distracting UI has been the toughest part.
>>
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progress
>>
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Finished progress on a new enemy animation
>>
I now read my university is 8th in the country and ~100th in the World. Is that okay?
>>
>>160069326
https://www.youtube.com/watch?v=UmC-_bTCRwQ
>>
>>160069864
no
>>
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>>160069814
>source
>>
>>160068684
http://grad-schools.usnews.rankingsandreviews.com/best-graduate-schools/top-science-schools/computer-science-rankings

here not sure who >>160068876 is
>>
>>160069508
>missing the point this badly
>>
>>160068218
>my university, CMU, didn't teach us that until 2nd year and we're one of the top 3 CS schools in the nation
Who says? I cannot find that written anywhere.
>>
>>160068491
Just played the demo, having full 360 degree firing is perfect. That's pretty much the only complaint I used to have about the game.

Also when I closed the game from the main menu it froze for a good ~30 seconds. Couldn't alt-tab or anything. Just had to wait.
>>
>>160069814
>source
Mods, can we get a ban on this chucklefuck? Thanks.
>>
Why do mods sometimes deal with this and sometimes not?
>>
>>160069814
remove this please
>>
>>160069817
Pretty nice animation.
>>
Why wouldn't my opengl program load the texture when I run it using the Local Windows Debugger button in Visual Studio ? It loads the texture fine when I go to the project's folder and start the .exe of my opengl program.
>>
>>160067585
That's not wrong, it just glosses over the operations. Should have at least gone through the IEEE standard operations (add, subtract, multiply, divide, square root), I agree.
>>
>>160070296
they have to be here to do something about it
>>
>>160069729

>"I just want to be a Petroleum/Civil/Mechanical Engineer, I don't need to actually learn this shit!"
>"Do I really have to learn this Lunix thing?"

>Copies all code from friends and stackex
>Doesn't have access to either during final
>Flunks
>>
>>160070296
>>160070436
I got warned for reporting sourceposter, and it was the most generic pic that he always uses. You think mods would be able to catch on after a couple months, or just by viewing post + reply IPs
>>
>>160070396
Probably uses a different working directory.

>>160070436
Well, SWIM is reporting the posts like always.
>>
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Round 2 with the winner from last round.

Which one niggas?
>>
>>160070571
>tfw there is a copypasta for this and you can't tell if its source poster or not
>>
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>>160040381
>tfw all of us
>>
>>160058898
that's a great idea, how do you uncrack orbs? is it possible , do you have rolls of duct tape around
>>
>>160070502

Uhm and how can I fix this ? Sorry for being naive but I've never used vs before, used to make files and text editors.
>>
>>160070371
Thanks! If only I knew how to shade
>>
>>160069508
demo day 9 or 10. Can't recall correctly.
>>
>>160070804
http://stackoverflow.com/questions/1102976/how-to-change-the-working-directory-while-debugging-in-visual-studio
Please follow the highest-rated answer and not the accepted one.
>>
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>>160069814
>>
>>160070501
Are mods that still don't catch the deal? Really?
He has been doing it for fucking months.
>>
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>>160067083
>>
>>160070874

Fuck I didn't even google it. Sorry my friend for behaving like the usual idiot but it's late here and I forgot my manners. Thank you very much , it works !
>>
>>160069814

Source isn't for making games, so why do people post with it? It has to be banned as an engine, and its users need to leave.
>>
>>160068731
I have personally taken unposted/unknown gifs off a devs twitter, turned it into a webm, and pretended to be them in the thread. I've been impersonated too, someone pretending to take offense at feedback I was given. If there was a solution for it, we would have discovered it by now.
>>
>>160069814
Fuck, dude..... Why would you post that here? Are you drunk?
>>
>>160071112
>tfw I will never be this autistic
Thank god.
>>
My glute hurts senpaitachi. No more dev for tonight.
>>
>>160071112
/agdg/ should require an account and logging in, and a consistent and unique name to be shown above your posts
>>
>>160070724
this would be nicer if it wasn't 100% MSPaint jaggies. vine needs to get a vector art program.
>>
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>>160069814
>>
So seriously, any Unity pros out there I need you to tell me how to do this.

What parts of the level geometry should I be making in a 3d modelling program and what should I be using with the 'terrain' tool in unity? I honestly don't know.
>>
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Does anyone have any explanation for why Remove Doubles isn't merging these vertices?

pls
>>
working on my reddit bot, can't dev tonight

sorry guys :/
>>
>>160071441
You mean using a trip?
It's easy to use, but everyone is afraid of it because of ~board culture~.
>>
>>160071441
Not at all, that would just lead to a shit ton of drama and circlejerking, exactly the problem with discord. What we need is competent mods and a way to actually ban obvious shitposters.
>>
>>160071781
Dunno lol, probably too far from each other

Just select them both and merge 'em instead
>>
>>160069814
This is terrible.

>>160071698
Just get your terrain off of the Unity Asset Store, my man.
>>
>>160065738
why are people losing their shit over this?
it's just saying that floats are more dense near zero and more sparse farther away because the computer trades off memory used for the mantissa to make room for the exponent
>>
>>160065738
Is this what genuine retardation looks like?
>>
>>160071781
try turning on vertex snapping and snapping the two vertices together then apply remove double, sometimes there not close enough to be considered a double
>>
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>>160071781
probably this

>>160071872
tfw we need thread level mods
>>
>>160071873
>probably too far from each other
That's what I thought too, but I tried zooming all the way in and placing them literally on top of each other, and it made no difference...

>Just select them both and merge 'em instead
Yeah, that seems to be the solution, but the whole edge-loop is loose, so I was hoping to avoid it (and also figure out wtf is going on, so I could avoid similar stuff in the future).

>>160072014
Tried. For some reason the vertexes aren't snapping at all (I'm supposed to hold Ctrl while moving it, right?).
>>
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>>160065738
Lmao. It's real. Check the archives. :)
>>
So I'm looking at my widget blueprint during gameplay

I've been using RemoveAllWidgets and creating new ones each time I need to update the data on them as that seems to be the only way to update them

Well every time I do the debug filter in the blueprint registers another debug object.

My question is, are those objects still being held in memory or something and RemoveAllWidgets just removes them from the screen rather than deleting them too or is it just an artifact of the process and doesn't affect anything?
>>
>>160072072
Oh, wow, what the shit.
That was it!

Thanks!

Also, how come it was so retardedly low all of a sudden?
>>
>>160072072
That's the issue with generals, at some point thread level moderation is necessary. I'm thinking about applying as a janitor specifically for agdg next time they are looking for people, but doubt they will accept that.
>>
>>160072189
>that image with it
Wow. Why isn't that shitcunt banned?
>>
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So I'm working on the aliem ships now, which one looks best?
>>
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>>160072153
shift tab and switch the magnet drop down
>>
>>160065738
pffhfhafahahaha

why do people that stupid even exist
>>
>>160072263
it plays it safe, it doesn't want to destroy your possibly super dense model, and maybe those vertices are in the exact same position due to a duplication slip-up etc
>>
>>160072379
Go with the plain original and add the other effects via shader, dont bake them into your asset
>>
>>160072379
Original looks generic.
A looks like shit.
B looks like it's been through some shit (could be nice for a long-used one).
C looks like something with stealth/futuristic features.

All aside from A are alright imo depending on where you want to use them.
>>
>>160072437
>>160072530
Thanks, sempai-tachis!
>>
>>160071698
Generally, the best way to do levels is to make the gross terrain (floors, walls, ground etc.) in unity and then use placeholder primitives to signify where complex props will go and how much space they will take up. Once you've worked out a sold layout, then you make your props (e.g. a lamp post) and complex level geometry (e.g. a broken wall piece stuck on top of the rest of the wall).
You can also get unity addons that add 'map editor' style functionality to unity (e.g. setting different textures per face on a unity primitive), but I have never seen one of those going for free.
>>
>>160072379
Dude, you need to accent the edges somehow.
You can't just slap a flat texture all over something and call it a day.
>>
>>160070724
vine's bubbly art style is nice
>>
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Can someone inspire me to start working on my levels?

I need inspiration...
>>
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>>160072603
I don't know how to use shaders; These textures aren't going to be changed once I'm done, and it'll save a little processing time at runtime.

>>160072761
I'm not done yet though...
>>
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here u go :)
>>
>>160072912
>I don't know how to
The time to learn is now
>>
>>160073056
This looks really wonderful. Nice 'gress, bro.
>>
Practicing making textures. Post your requests.
>>
>>160073056
oubs!! this was for >>160072904 :) :) :)
>>
>>160073056
I'm unironically putting a painting of this in my game.
>>
Mods were are you? This is really getting out of hand.
>>
>>160073158
dinosaur skin
>>
>>160073158
plaid skirt
>>
>>160073056
This is trash. Str8 trash. Stop.
>>
What's the best way to create weather effects in 2D games like raining and snowing?
>>
>>160073056
Fucking delete this
>>
how do i know if i'm smart enough to make game??
>>
I hope you guys are taking a dev break to watch Dave Chapelle on SNL
>>
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How does this inventory look to you?

I'll add some icons to show the function of each slot soon
>>
>>160073530
Of all the things to post why this?
I'm enjoying the sketches
>>
>>160073567
plain and generic.
>>
>>160073468
Vulkan. Look for it on the Unity Asset Store.
>>
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>>160072379
The basic design looks ok, but all of them look pretty shit because you're being lazy.
You need to tidy up your lines and stop using generic gradients and texture fills.

If you don't have the artistic ability to manually color vector art well, then you should be using simple pixel art or something.
>>
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>>160073728
I'm not going to use pixel art because I don't like it, and it wouldn't fit in with the game I'm making. But I have no artistic ability ;_;
>>
>>160072912
>Ask for feedback
>Recieve feedback
>But..but.. i'm not done yet so it's unfair to give me feedback

back to tumblr with you, cunt.
>>
>>160073872
git gut
>>
>>160073872
Bad vector art doesn't fit with anything unless you're planning for a release on newgrounds before it shuts down.
You need to be realistic about skills you have and make changes to your scope and game accordingly.
>>
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>back to source memery killing the threads
It was going nice lately, too nice I guess.
>>
I love progress!
I love all my yesdev and nodev friends!
I love AGDG!
>>
In Unity, if I wanted to calculate IK once and apply it to two different game objects, would it be fastest to do the calculations and then copy the controller to the duplicated game object every frame? Is there a faster way to do this?

my thriller-style backup dancers seem to lag a bit
>>
>>160071781

They have to be EXACTLY on top of each other.

Either use the vertex snapping tool to match them together and then remove doubles OR do what the other anon said and just merge them.
>>
>>160074027
There are other imageboards with gamedev threads
>>
>>160074187
They're dead
>>
>>160072192
Nevermind. I just really misunderestimated how widgets work in Unreal4

I'M LEARNDING!
>>
>can't even make a garry's mod map
>>
>>160074027
Why is Source even allowed here? It's not for making games. No games have been made with it. Why's it here?
>>
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>>
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This is a new warp ability.
>>
>>160074470
Because it's the best engine.
Unity doesn't even come close.
>>
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I want to make a game which the main gameplay mechanic involves walking around a large city and either talking to people or doing other various things.

So what methods can I use to make this core gameplay mechanic work? I was thinking something like a package delivering game which lets you decide what's in the package (affects the story) or maybe something else?
>>
>>160074486
You need to change your ship color, desu senpai. I can barely distinguish it at times.
>>
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Got mouse gestures working kinda, so you can draw to cast spells now
>>
>>160073056
this is not okay
>>
>he's STILL doing it
What an absolutely pathetic little cunt you are sourcefam. Mind boggling.
>>
>>160074626
why do your spells expel rifle casings?
>>
>>160074592
http://store.steampowered.com/app/384110/
>>
>>160074486
Cool as fuck, keep it up
>>
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>>160074592
>It's a walking sim
>But you also talk to people and do a fetch quest.

Unless you have a really great story in mind, that sounds pretty boring. Even if you have a really great story in mind, pulling it off well would be exceedingly unlikely.
>>
>>160074758
They don't you dumbdumb, he's casting a spell on his gun
>>
>>160074804
I think he's thinking of something a Zelda game minus all the combat and puzzles. (That's how I would execute it.)
>>
How do I leave this general for like an entire year and this source shitpost is still happening
>>
>>160074592
Make a crime drama game, like Ace Attorney or Hotel Dusk
I always felt like these games could use more freedom than afforded in the VN style
>>
>>160073056
literally why is this allowed

why was this EVER allowed
>>
>>160074470
[spoiIer] It isn't [/spoiIer]
>>
>>160074804
I agree. Unfinished train stations and "race tracks" in garry's mod and hammer would really add some spice, help it be more than just another walking simulator like Stanley Parable. I can't believe how many of my "friends" at the pub think The Stanley Parable is better than my unfinished map. I'll show them, but first I'm going to have a mental breakdown for 2 years on an anonymous message board because someone bullied me back and made fun of my "game designer" "advice" and "level design" "work".
>>
>>160074903
Maybe if we all just fucking filter anything related to it on sight
Just like the way Im going to filter yours soon after I reply
>>
>>160074486
Looking great anon.
Let me suck your cock :)
>>
>>160074903
>coming back
This was your mistake.
Moving AGDG to /vg/ ruined these threads.
>>
>>160074996
This. just filter the word "source" the pics and when a new one appears just add it to the filters and hide it.
>>
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>>160074993
Didn't you make this? Hahahahahahahahahahahahaha.

>He still thinks he can post here with the real alpha bulls

Fucking tranny. Lol. :)
>>
When I created sourcefam I knew he was someone with no life and infinite free time to re-save his images with different names and hash values, making it nearly impossible to filter him and his garbage.

Don't resist. Just admire my work. This is a person who thought he was a legit game and level designer, mentally broken forever. Dominated. Forever. Now dancing to my tune. Forever. Never to even attempt level design again. All his dreams of considering himself a game designer and giving feedback and advice here without loathing himself, shattered.
>>
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Oh jeez. Are we getting back into the "I called the cops on this doxxer who mailed me a bomb, source is literal terrorism!!" stuff again?
>>
>>160073567
It looks fine for a placeholder; a finished layout, not so much.
>>
>>160071112
You are very sad.
>>
>>160075294
Tell me, what is the purpose of even making this "level"? There is no theme, no meaningful layout, it's just busy work isn't it? For you, level design is like a toddler playing with wooden blocks, you are in no risk of creating anything useful, you're just tickled with yourself about being able to move basic shapes around.

Being a monkey troll mind controlled on 4chan is a much better use of your time t b h f a m
>>
>>160071112
are you the source poster
>>
>>160074778

This is my biggest inspiration for what I want to do. I want something where the city itself is a character that you get to know intimately.

>>160074804
I do want a little more gameplay then a true walking sim though. Like I want to give the player a gun that he can pull out to intimidate/shoot people or something.

>>160074915
Also something I was thinking about, but I'm not sure if I wanted to make the main character too much of a cop, I was more thinking along the lines of a neutral party, the delivery man, who can choose to deliver bombs or evidence to the police or something.
>>
That's right simpleton, just slow down and think it through. Over 1 year, dancing to my tune. Do you really want to be my monkey forever?

What you want doesn't matter.
>>
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>>160075724
>>160075467
>>160075375
>>160075316
>>160074993
holy fuck you got really damn mad about >>160074804 telling you not to make a walking simulator
>>
>>160075664
Doesnt need a cop
Just give the main character the need to investigate something. Like a father/mother trying to find his sons murderer, or an adventurer looking for clues about a map, or a researcher looking into strange phenomena happening. And then add moral choices to it.
>>
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reek
>>
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>>160075664
>I wanted to make the main character too much of a cop, I was more thinking along the lines of a neutral party,

Make him a private detective or vigilante maybe? A guy who can use violence and threats without blowing his investigation, but going too far will get him into trouble with the law and the bad guys aren't afraid of killing him, unlike a cop.

What setting did you have in mind anyway?
>>
>can't even make a walking simulator
>tell other people not to make a walking simulator
"Game Designer"
"Level Designer"
pfffhahaha
>>
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Riiiicolaaaaaa! :)

Riiiiicolaaaaaaaaaa!! :)
>>
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Reminder.
>>
it's not fucking funny and you have been samefagging for hours

don't you have better shit to do with your time?
>>
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>>
>>160073580
It just got me excited. He's a returning legend, and it's clearly a big moment. And they haven't been holding back
>>
>>160076491
https://www.youtube.com/watch?v=Z-1ik3S6Ct4

:)
>>
>>160076491
Shitting up a general with 150+ regular posters has more of an impact on other people than 95% of games made in this thread.
>>
##160076609
so?
>>
>>160076514
The background looks nice
Is it this choppy ingame or is it just the webm?
>>
>>160076514
Nice progress as always, but up your webm framerate, I think I just went blind.
>>
>>160076681
webm compression sucks for pixel art
>>
@160076664
Just saying, if sourcenigger is looking for validation on the internet, this is a more surefire way to do it than attempting to release a game.
>>
>>160076087

>What setting do you have in mind?

It's really custom, based on my /tg/ tabletop setting. I don't want to go too into it because it's too specific and weird, rather detail that in the game through notes or diary entries or something.
>>
>>160076514
Cool stuff nigga
I wish I could into art
>>
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how the fuck do I do midair jump animations?

mario does the classic fist in the air thing, which is okay, but looks a bit silly when you transition to ledge grab.

tomb raider had a button you press that activated the arms-reaching jump pose to catch on ledges, otherwise it was a neutral pose.

I don't really want to have a "grab ledge" button so I'll probably just go mario 64 style instant snap to ledge pose.
>>
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Remember. This is you. This is L I T E R A L L Y you. Fucking drunk. Are you proud of this? Don't answer that. I own you. :)
>>
>>160076849
You're better off using your city's architecture, people and places of interest to flesh out the setting. Not many people like the diary/voice recorder shit.
>>
>>160076872
How expensive would it be to automatically calculate the distance to the nearest ledge, and automatically raise the arms as you get close?
>>
>>160076893
Did (((he))) actually make that? Wow. Why would someone post that, thinking it's good enough to subject to other people?
>>
>>160076983
I could probably do that with IK since I'm using unity's humanoid animation type, or a fancy animation transition.

I'm writing the ledge code right now so I'll see how far I can detect from.
>>
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>>160076893
>1024x768
I shouldn't laugh at poorfags, but... I can't help it! Hahahahahahahaha

Why do people with toaster boxes think they're allowed to make games?
>>
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Controller input and carrying objects are both finally working out properly.
>>
>>160073358
>>
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This is just supposed to be a list of the cards in your deck, but almost everybody clicks on it just in case

I could make it less button-like, but maybe its easier for the game to do something obviously meaningless in response?
>>
>>160076893
Please Delete This
>>
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>>160076893
>>
>>160077217
Maybe just add a tooltip when the area is hovered that it just shows the current deck rather than being selectable?
>>
>>160077210
Wow you actually did it. Mind putting it on sketchfab so everyone can use it?
>>
>>160077210
that's a plaid cube
>>
>>160077194
I like your character, the movement looks very nice too
>>
>>160077217
Why not show a fullscreen deck, with the full size cards? Toggle it with a single button
>>
>>160077217
Doesnt the game have actual buttons? With actions written on them?
I dont know much about your game but with just that its kinda hard to tell the context of the UI
>>
>>160076893
mods

MODS
>>
>>160076956

I'll keep that in mind, thanks.
>>
>>160077429
>>160076956
"""architecture""" is not game dev. Don't be like whoever made pic related in >>160076893
>>
>>160077194
Looking good, man
You sure are a quick worker
>>
I've implemented a WoT/AW style armor thickness system (color coded texture), but GetPixel() always returns 1 off the correct red channel value except when it's 0. It's troublesome because it means shells can penetrate when they shouldn't (and triggers my OCD). Anything I can do about it?
>>
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It's getting there. Main gear bay is almost done, then onto the nose gear bay and animations.
>>
>>160077607
do it by angle and origin of the shot instead of sampling the color of a texture

if you know the shot hit the tank at whatever position relative to its origin, you can know what part of the tank it's hitting anyway

I think even the older BF games did it by model sections and not by texture
>>
>>160077538
>>160077387
Thanks dudes, and its not so much that i worked fast as it is i already had it set up so that i could move the held object relative to the player, so only took like 20 minutes to make it also include running and jumping.
>>
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>>160076893
>>
>>160077535

Wrong.

Architecture is part of the level design. This is part of game dev.

Story is part of the pacing of a game. This is part of game dev.

Music and voice acting is part of a game, this is part of game dev.

Everything is a part of game dev. Otherwise, nothing is.
>>
>>160077429
"Show, don't tell" applies to video games as much as it does to film. If you've got a weird setting, then it should be easy to communicate to the player by just having incidentally weird structures, people or events happening around the city. Then you can fill in the small details with character dialogue and plot events.

Take dishonored for instance: It wants to communicate a setting where whaling is the primary source of energy.

>The main hub is a wharf with whaling stuff in view.
>All the machines have visible whale oil containers powering them.
>There's posters and whatnot scattered around detailing how whales are to be cut up and so on.
>Whale bones are important collectables.
>There are a select few books that talk about whale oil and whaling.

And so on. Way more effective then having implausible placed diaries awkwardly info dumping your setting.
>>
>>160077413
yeah. That's the problem.
>>160077401
as in just get rid of the list view entirely? my experience has been that if something is tucked behind a modal people forget it exists after a while. Maybe I could do click on list -> get full view of card
>>160077360
That's a kind of a killjoy response, but a tooltip sounds easy to do. Maybe click card -> get flavor text
>>
>>160077147

Actually we cracked his brain and made sure he will be uncomfortable until he gets what's coming to him. He has clearly fooled himself into thinking he's in the clear just because the embassy or local authorities as still shuffling papers. Either way justice is served. Nothing to see here.
>>
>>160077853
Wrong. The only part of making a game is actually making a game. Sorry about your """"""""level design"""""""" not impressing your fellow meth-headed trannies at the bar. :)
>>
>>160076794
>if sourcenigger is looking for validation on the internet
You're aware of how he became this way right? He's been here for ages basically spouting bullshit, bullying devs and blabbing about his failed levels for some source nonsense, and when he was finally told to shut up and his "levels" mocked he totally snapped and has been samefagging and trying to mimic
>:)
things that triggered him from literally years ago, but never actually making a game, because why bother? He'll never find the validation he craves (this is literally what he used to drunkenly rant about all the time while critiquing people's progress posts, 'why bother? my mates at the pub will never think my levels are as good as stanley's parable REEEE STANLEY'S PARABLE WALKING SIMULATOR SOURCE GAMES THAT WERE SUCCESSFUL AND I CAN'T EVEN MAKE A GARRY'S MOD MAP REEEEEE

So anyway: gamedev.
>>
>>160076527
I know they didn't censored a single word.
>>
the meltdowns are real tonight
>>
>>160077737
You're misunderstanding, the texture is just for the base thickness, there's a formulae that takes the thickness and angle (angle between surface normal and hit normal subtracting normalization value) to determine the effective armor thickness.
Not sure if breaking the mesh into sections based off their thickness would be any less of a hassle then messing with UVs.

>if you know the shot hit the tank at whatever position relative to its origin, you can know what part of the tank it's hitting anyway
Not accurate enough
>>
>>160078114
>>160078189
>posting like this for years on end instead of just making a game
When you actually make your first game you'll see, it's not so hard! You probably can't do it. You're really not at all a winner! :^)
>>
boom
Boom
CRASH

Did that scare you, sourcefam? It should. Hahahahahahaha. :)
>>
>>160040381
>that image
This is still being posted?
>>
I can't get started.

I just fucking can't.

What's wrong with me.
>>
>>160077365
Don't think it's something worth uploading to sketchfab.
Here's the substance file, you can either import it to your engine, if it supports it, or download Substance Player, to adjust and export the textures.
https://my.mixtape.moe/tnproh.sbsar
>>
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>>160078628
Well, AGDG?
>>
>>160078676
W-what?
>>
Cmon monkey double time. Faster. More outraged. I want to see you dodge at least 4 bans tonight you little pig. You sick fat little pig of a boy just twaddling about around adults who are making things, but can't make anything for himself except literal retard tier regressive class crap from ancient toaster laptop ware engines that nobody uses. What a literal retard. :^)
>>
Haha. That quieted down quick.
>his smile: gone
>his optimism: gone
>his source shitposting: gone
>his Full Sail dropout advice: gone
>his life: soon to be gone

It might be quiet now but piggie is gonna squee squee real soon. :)
>>
Clap
Clap
Clap
Go monkey go
>>
He won't sleep until he can barely keep his eyes open and he's lurked the thread for hours accusing everyone of being his imaginary enemy. And then right when he is finally falling asleep... Boom crack get the fuck on the floor, everybody walk the dinosaur ;) except no winking or dinosaur. Maybe we will here, once it's been done.
>>
>>160078908
>his Full Sail dropout advice: gone
People can drop out of www.DigiPenDropouts.com ?

By the way, the attitude at the campus right now is fucking hysterical or at least that's what I've heard from a friend who still attends. I wish I was still going but I managed to escape with a degree and job a couple years ago.
>>
>>160079003

It's already begun. I'm nice and comfy in bed being a not-felon and gonna watch some comedies before I sleep like a baby myself. Life is good. For some of us.
>>
>>160075294
Just look at this pathetic attempt to build something resembling a facility. What's it going to be used for? A shitty deathmatch match between you and your "friends" from the pub? Wouldn't they rather play a real level and not something thrown together by some perma drunk retard in his spare time between shitposting and hanging out in chatrooms?
>>
>>160079109

I agree. Life is good when you aren't an evil person who threatens strangers lives and the safety of the United States because someone made a video game that triggered your insecurities. Ooo big yawn there. Gonna sleep well myself. Sweet dreams devs.
Sweet dreams to you too, stupid mother fucker who got in over his head.
>>
>>160076893
This looks worse than N64 ironic meme dev.
>>
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>thought I was going to do some progress today but I just fixed bugs for 4 hours
>>
is this was /agdg/ actually wants to be
>>
>>160079368

Why are you so fucking scared bro? You've been at this for hours and stopped posting anything except desperate pleas for trolling or trying to turn public opinion about this. Something must actually be up.
>>
>>160079368
that mods are gone somewhere. Just keep hiding posts recursively and things are almost normal.
>>
>he isn't accepted on /ic/
>he isn't accepted in /o/
>he can't hang in /v/
>he posts screencaps that are 1280 px because he is posting on a 10 year old computer
>he samefags and gets caught
>he falseflags and gets caught
>he wants agdg to suffer his presence because nobody on the internet or in real life wants him around them
i just
don't know what to say about a person who is this low
i don't even think r9k could tolerate someone like this
>>
>>160079357
That is progress, Anon.
>>
>he still randomly attacks anons with copy pastes of old posts that triggered him last year
Do not reply. This is sourcefam's classic psychological break, he resorts to copy pasting posts that bothered him from ages ago. He has them at hand for some reason, can't let go. A true next level psychopath and a national treasure.
>>
>>160079475
Pff. He is my new pet project. You can all move on if you want, I'll be here to help him through this trying time.
>>
So would it be lame to try and make a Dark Souls 'inspired' RPG?
>>
>>160079672
you do you, but it's a crowded market
>>
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Java developers need to leave.
>>
>>160079592
>He has them at hand for some reason, can't let go.
He bookmarks any replies to him and saves them. Everytime someone responds to his shitposting he gleefully saves the post and copy pastes it again later along with the rest of his samefagging about his own shitposting. A next level shitposter and a next level lunatic. A national treasure. Sourcefam the eternal neverdev.
>>
>>160079475
This doesn't seem like something you actually think is funny. None of it is that funny, certainly not enough to keep joking for this long. Maybe you should call someone.
>>
>>160079790
You pasted that one because it bothered you because it was the truth. Your shitposting is maniacal and lasts for days on end, and you've been doing the same thing for over a year now and everyone has witnessed it. This pathetic form of attention seeking isn't about having a laugh and trolling it's about being a freak and a loser.
>>
boom

boom

crash

:)
>>
>>160078815
This post is so accurate I can't tell if it's sarcasm or not though. Prison senpai still thinks it's a joke.
>>
>>160073056
>trying to rip off cs_italy
>failing miserably
THAT'S SOURCEF**
>>
? Is this a tactic ? Just going to start acting like you showed up when people are replying to posts you already made?

When someone threatened to dox rotate after mothdan was threatened mothdan said "leave rotate out of it don't drag him into it". Yet you still tried doxing rotate the next night.

You are evil and I am glad you fucked yourself.
>>
>another deference tactic
you know, the fed knows which posts are yours or not. pretending you're not the one who did the crime doesn't mean you're not gonna do the time when that no-knock raid comes, hahahahaha
>>
>>160066802
>that filename
>the actual filename he saved from his "level design" "work"
>pretending to mock himself w/ samefag when a troll would never name the screen like that
>it's his actual screenshot
>this is his actual 'work'
>he saved it
>he found it worth saving
You think you're a real dev hahahaha. Where's your fps screenshot? Let's see how many single digits of frames per second you can generate that super duper neato rain effect on your mom's acer laptop, boy. Pffhahaha. What a fag.
>>
>>160080197

Looks like it was a tactic. He's just going to reaction post now and keep trying to push his own version of things. Time to step back and let those tiny gears in that tiny brain burn out. Boom boom crash.
>>
>>160080197
>saving these posts
You're such a fruitcake. It's obvious you spend literal years in this /vg/ and possibly others and hang onto any posts involving drama. What a weirdo.
>>
The best part is knowing how it's going to weigh on him. The anticipation is going to be as bad as the actual swatting. So I am already very happy with how this went.
No rest for the wicked.
>>
Aww cute back to his limp dick false flagging.
Boom boom crash uh oh what was that? Is it party time already?
>>
>>160080661
Maybe. Or maybe 3 am next morning. Or 5 am the next. Maybe they will just knock on the door in broad daylight. Not sure how it goes. Maybe he can record it for us!
>>
A totally insane person who falls apart and just starts repeating things out of context from the past. Someone who actually thought they could make a game at some point, reduced to this. Spamming posts from last year that somehow involved or triggered him, just a complete spazz. A clown. A neverdev.
>>
>>160079672
Who are you trying to convince at this point? U.S. Or yourself? You realize you can turn yourself instead of continuing to elbow agdg in the ribs right? Nobody is laughing. Nobody is on your side. Nobody will be on your side except the person trying to negotiate you for parole after 20 years. Wake up, you're on the internet throwing your life away over a tripfag on 4chan.
>>
>>160079546
Judging only for the amount of time he invests on getting our attention, he clearly should be in a mental institution at this point, like most r9k attention whores should too.
>>
Please remind us why archive.moe is down. Because it's certainly not routine maintenance... It's something YOU did, sourcefam.
>>
>>160080828
>he saves posts that refer to him and pastes them later
So you were throwing your life away on the internet over a tripfag? Is this why you must be sourcefam?

inb4 you don't answer and just keep pasting old posts.
>>
so this is /agdg/ huh
>>
>>160080950
>So you were throwing your life away on the internet over a tripfag?
Not were, is. He's still behaving like this a full year after a tripfag gave him attention.

A truly tireless monkey.
>>
reek is sourcefam aka the most intense shitposter and troll in agdg history. rotatedev is also reek, in that they are both rabid shitposters who dodge bans and have had their minds broken by mothdan.
sit back and watch now as reek attempts to rewrite his own history for agdg even though we already saw it firsthand ourselves.
reek is basically the spirit of poisonous nodev and faildevs, like sourcefam and rotatedev.
>>
>>160079592
>>160079592
>>160079592
>>160079592
>>160079592
If you sense a post is something out of context just immediately stop reading.
>>
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rotatedev and sourcefam, you are banished from agdg. you may shitpost, you may do stalk and troll, do whatever you want. but as far as agdg is concerned, you are dead.
>>
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You have no idea how long it took me to find the correct direction for the minimum translation vector. Damn half of the normal vectors are just inverses of their other sides.
>>
>>160081259

I remember that. After that threat was made everyone was really uncomfortable and Mothdan started saying he was going to find the person, then an official report was made to authorities and the second rotate saw that he disappeared and made this post on tumblr.
Where there's smoke, there's fire.

Rotatedev is not an innocent or okay person and he never left agdg. The proof came weeks later when someone made a joke about reporting him for CP and we then saw that rotate was freaking out in IRC about having to nuke his hard drives. Sourcefam is a fuckup in his own ways but yeah. Rotate is a sick little faggot with an adderall addiction who needs to leave 4chan altogether and stop lying all the time. The biggest lie he ever told us was that he was going to leave us alone.
>>
where da games at?
bring your progress here so i can fuck it
>>
Guess who this is.

http://archive.4plebs.org/_/search/tripcode/!n%2FZnkB9jUw
>>
>leave around the start
>watch inglorious basterds
>still raging on
What the fuck, AGDG.
>>
>>160060561
cute yes
gameplay looks incredibly boring though
>>
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>>160081450
>twingo posting
http://archive.4plebs.org/_/search/tripcode/%21n%2FZnkB9jUw/page/134/
nice find
sourcefam trips as pepsifag
>>
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>>
http://archive.4plebs.org/o/thread/15462033/#15476281

Reminder. Wherever you try to hide, we'll find you. :)
>>
>>160081450
Of course he's a bus pass shitposter. He's an eternal shithead. Just look:
>>>/o/ovg

>imagine you spend your whole life wanting to be a series organizer. it's all you want. you suck enough shadow government dicks to become a member of the elites. there's an unpopular series at the end of the season. your opposing series organizer has the weakest series idea of all time, hated by everyone. you've got the idea down, the mod pack ready, the timing is perfect.
>then some orange haired mentally ill man running a half assed idea on a whim memes his way to the center of every series discussion, and makes a series solely by being the guy willing to stoop to using GT cars.
>on top of that, she insults your balance decisions, successfully brands you "the killer of /ovg/", and tells people youre not to be trusted.
>then your ''''''friends''''''' tell you you have to fall in line and endorse this man and pretend to like him
>it's too much for one shitposter to take

Seem familiar? Shitfam just can't catch a break. Not that he deserves one. :)
>>
>>160081576
Pretty much this. doesn't look like there is a lot of stuff to do right now, may get better later. Is cute as fuck though.
>>
For anyone out of the know, an anon who was too big for his britches did some foul stuff a long time ago and has kept doing it since then. But because he's anon, we couldn't get him banned or arrested. Now that he's using a trip and the same reaction images again, there's a faint chance. (We caught him with the Birdmath trip and in /ic/ and /mu/ but it never stuck. Probably because he lives in a van and is hard for federal police to find.)
>>
>>160081895
I was mostly judging it based on this boss fight

https://www.youtube.com/watch?v=7J1zpnpb4-k

If that's the main mechanic then the only reason I'd touch this game is for the story
>>
>maybe if I post drama about myself people will care

hmm doubt it but you can give it a fair shot I guess
>>
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>this thread right now
Is this what /agdg/ actually wants?
>>
>sourcefam is false flagging by shitposting about steamchat which only highlights the fact that he is a steamchat faggot afraid of steamchat losing popularity
>steamchat is having it's reputation destroyed by their own member
GOD I LOVE IT

GOD

I

LOVE

IT
>>
>>160082013
Looks like something that would be great to play in my phone while waiting for the bus. As something I would play at home on my pc and have to actually invest a lot of time, not so much.
>>
Seriously I can't wait to come back tomorrow and see how much damage you did to steamchat and how many times you were denied (You)s.

Bahahahahaha
>>
>>160082110
For all we know now? Probably not. The subtle saboteur is clearly just one person. It could just be Rotate taking his revenge for getting chased out by me so many years ago.
>>
>try to use blitscaled
>blit scaled does not work on 8 bit surfaces
>i am forced to convert all of my surfaces to 32 bit before drawing
Well, fuck.
>>
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>>160082013
TOO CUTE
>>
>>160082486

>subtle saboteur
Just like "foreverially" nobody but you has ever used that phrase you retarded cocksucker.

Carry on dancing, monkey. Clocking you in at 16 hours so far.
>>
>>160082110
>twingoposting
....................../´¯/)
....................,/¯../
.................../..../
............./´¯/'...'/´¯¯`·¸
........../'/.../..../......./¨¯\
........('(...´...´.... ¯~/'...')
.........\.................'...../
..........''...\.......... _.·´
............\..............(
..............\.............\...
>>
What kind of a faggot goes on 4chan but can't take the bantz?

Should just stay in Reddit where the internet police can save them

>>160081476
Glad I was too busy doing stuff to monitor the thread
>>
>>160082816
>>160082816
>>160082816
>>160082816
>>
File: ItchStats02.png (24KB, 476x172px) Image search: [Google]
ItchStats02.png
24KB, 476x172px
>>160056997
This last demo day accounts for ~2000 views and 500 downloads.
>>
>>160060561
>>160082013
That character is fucking amateur tier. Those cloth physics are horrible. And the shading is nothing special.
Thread posts: 769
Thread images: 151


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Read more on this topic here - https://archived.moe/talk/thread/1694/


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