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/agdg/ - Amateur Game Dev General

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Thread replies: 810
Thread images: 112

(You) man 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 (embed)

> Previous Demo Days
pastebin.com/i0W2tVRS (embed)

> Previous Jams
pastebin.com/qRHNpCbZ (embed)

> 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
>>
I posted wrong image sry
>>
My blood runs cold!
My memory has just been sold
My progress is the centerfold (progress is the centerfold!)
>>
I'm glad I kept this in. Goblin Overlord doesn't give a shit if his minions get in the way.

https://www.youtube.com/watch?v=jV5aUghrLVQ&t=1676
>>
>copy A* pathfinding algorithm from internet
>re-work it from java to GML
>it just werks
huh.
>>
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who else /LODmodel/ here
>>
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Like the 4th time I've posted in these threads w/e
Anyone needs music, I'm just bored atm with nothing to do

ex.
https://soundcloud.com/delolo/mub
>>
>>160149769
you don't even have to do it yourself anymore
https://docs.unrealengine.com/latest/INT/Engine/Content/Types/StaticMeshes/LOD/
>>
>>160149726
That's the beautiful thing about algorithms. They're just abstract rules. As long as you know how to implement it properly it will work in any language.
>>
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>tfw too intelligent for unity
>>
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>>160149910
>tfw to intelligent to fail for a bad intentionally used meme
>>
>>160149784
can you do ambient
>>
>>160149854
I don't use UE4. I just use decimate in Blender to make LODs.
>>
>>160149784
can you do sound fx
I could use some generic fantasy buff/debuff a guy samples, and a sound effect to signal that something magically teleported in
>>
>>160150086
Depends
Instrumental ambient (like, using real instruments) or with synths?
>>160150154
Mmm, let try it, if it works I'll post it here
>>
I would need some advice for my project's story:

I first created 16 main characters for the very first time, but later decided to expand more characters per different groups:

Alpha = 16 - The main roster
Bravo = 10
Charlie = 8
Delta = 16
Echo = 16
Foxtrot = 8
Golf = 16

In total, they're 90

And with the Alpha Unit's parents are 26 so in total are 116.

The question is, is it bad if I introduce way too many characters at once?

To be clear, I plan to add the Foxtrot and Golf characters for a second game.

But now I realized that I'm kinda talking about a Private Military Company's complete roster so far.
>>
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What would be the most innovate mechanic to put into a traditional turn based RPG or tactical RPG?
>>
Miyazaki came out of retirement to save anime.
Who will be the one to save indie games?
>>
>>160150639
(You)
>>
>>160150631
no worries ideaguy to the rescue
if you time it right you get extra damage
>>
why does visual studio always take so much time to open reeeee
>>
>>160150589
Please tell me this is some sort of bait.
Even some of the best stories ever told rarely have more than like 20 main/important characters.
There's no way an indie dev could make interesting personalities and stories for 116 characters. And to be honest no one is going to care about that many people.
Just keep the story centered on Alpha for now, flesh out those 16 characters. See where it goes from there.
>>
>>160150589
That is entirely too many main characters, holy shit what are you thinking
>>
>>160150705
Damn, that's inspirational anon.
I'm gonna do it. I'm gonna make a game that saves all indie games!
>>
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>>160150747
>>
>>160150957
You're completely right, at least from Bravo to Golf are nothing but Persona 3/4/5 and Danganronpa 1/2/Another Episode/V3 COPYCATS.

>>160150985
I try to make games with massive rosters like DMM, fighting and Lego Marvel games
>>
>>160150589
If you're talking about that many characters existing that's not too bad
But you can't possibly make the player interested in the individual personalities or stories of that many characters. Even 16 is a stretch
>>
>>160151186
The Danganronpa series have 16 characters, though but that's for like depending on what new entry is coming or something
>>
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>>160150747
>>
you don't have a schedule of when features are going to be complete and you'll be submitting to greenlight?

enjoy development hell
>>
>>160150367
>real instruments) or with synths?
doesn't matter as long as it could set the tone for nature-type environments. i could also use a few songs like the one you posted
>>
>>160151374
Every day I set a goal for something to be finished that day. Usually I set the goal pretty low and I end up implementing multiple things.
Sometimes I get stuck on something and end up spending a day or two on it, but that's okay.

It's interesting how much it helps to just set a small goal.
>>
I could use some advice.

I'm working on a small RPG game, very basic.

I think I have a good feel for the map, the enemies, and setting things up how I want. But I'm having trouble with classes/skills and the characters. I know what the party will look look, but I don't know how I should go about doing things.

How do I decide how much HP a character should have? Or set up their leveling up?

One of the characters is a buffer, his primary job would be to assist the party, but how should I go about making him a buffer and giving the player some control over this aspect besides just giving them the choice of what move the character uses?

Also any advice would be appreciated.
>>
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>>160151484
Sure, I could do it
Any way I can msg you besides here anon?
>>
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>forget microsoft account password
>go to change password
>please use a password that you have never used with this account
>create completely new password that i only use with this account
>forget password
>repeat

EVERY. SINGLE. FUCKING. TIME.
JUST LET ME USE AN OLD PASSWORD YOU FUCKS
>>
>>160150957
>>160150985
>>160151186
Not even examples like Caligula might even help
http://gematsu.com/2016/04/caligula-over-500-potential-party-members
>>
can we change the dates of the dino jam to be closer together? 2 weeks is way too long of a window

would like something like Dec 10th-11th much more
>>
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Tried to make my own nearest neighbor scaling algorithm since SDL won't scale palettized surfaces

And uh, as you can see I have some work to do
>>
In Unreal 4 is it possible to do a raytrace to get a button in a widget?

I'm trying to make a radial menu where only the angle of the mouse relative to the center matters and I think that's the simplest way to do it

I'm asking because line trace doesn't like 2D vectors and I think it uses worldspace rather than camera
>>
>>160151279

I'd play an Advent Cirno JRPG!
>>
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>>160152109
I swear to fucking Christ, Microsoft. Why you gotta make me jump through a hundred hoops?
>>
>>160152175
It doesn't matter. You can start right now. Or you can start a day before the jam ends.
Do whatever you want.
>>
>>160152316
what do you mean? if you know the center, and you can get the x/y location of the mouse, sounds like you already have the angle
>>
>>160152389
Surely the biggest tech company in the world would realise by now that the actual content of the password doesn't mean shit, it's only the length that matters
Combinations of cases, numbers, and symbols just make it harder to remember and don't improve the security at all
>>
>>160152394
well it does matter, nobody plays games submitted at the end and the more complex games take a long time to work on
>>
>>160152389
https://makemeapassword.org/
>>
>>160152571
I swear to god Microsoft is the only company that I have trouble remembering my password.
I WONDER WHY

Google has the same issue with not allowing old passwords, but thankfully I haven't fallen down the rabbithole yet like I have with M$
>>
>>160152486
I'm a little embarrassed to admit this, but I already tried that system rather than raytracing

I can't get a degree value above 180 degrees so I gave up
>>
>>160152571
it's a herd immunity thing
if everyone has to include the extra characters than the dictionary by definition has to be larger
>>
>>160152680
you probably want atan2 rather than tan
>>
>>160152175
what >>160152394 said
despite what some anons may think, its not a competition. Just say "done in X days" on your game page.
Most people wait till its done to play all the games since there are so many last minute entries
>>
>>160152680
the simple way is probably just do it from 0 to 180 then say if cursor.y < center.y, result *= -1;
>>
>>160152593
What are you talking about? No one submits games until the last day of the jam anyways, because they want to spend as much time as they can making the game. So every game will be submitted at more or less the same time. There's also plenty of people that don't play jam games until the jam submissions are done.

And if someone is making a complex game then they have more than enough time to make it, or try to make it.
>>
>>160152296
spooky
>>
>>160152296
reminds me of missingno
>>
>>160152389
Randomly generate a strong password and store it in a keepass database
>>
>>160150589
Any more help?
>>
>>160152617
>>160153115
doesnt even matter. i made a new password but i cannot sign into visual studio because i get an error has occurred on this page which results in the continue button not working.

this is all garbage.
>>
>>160153415
Typical Microsoft.
>>
I have a struct that keeps what items have been gotten in a stage
When the game initializes, I set the bools to true. But when I use it in a function or print it, it says its false.
Does this have to do with reference or shit? I cant figure it out.
>>
>>160153614
language? code?
>>
>>160153614
post code on pastebin

but probably you are modifying a copy of the struct instead of a reference to the struct or something
>>
>>160153671
>>160153703
I really didnt want to show my shitty ass code but whatever
http://pastebin.com/BV9NvneU
>>
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>>160153501
oh apparently i need to update IE
for
fuck's
s a k e
a
k
e
>>
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Got this fella working. Not sure if I want him to do a hit that will kill most enemies, or a small chip damage hit that's really fast
>>
>>160153819
I don't know c sharp at all but don't you have to call new StagesInfo() for each index in the array?
>>
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Anyone here ever do 3D/2.5D in Gamemaker? I kinda want to try it, looks neat.
>>
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I re-drew all of the ships, but the difference is hardly noticeable when zoomed out.
>>
>>160154414
part of the problem is that your ships and your background are both shades of blue, so they don't really stand out
>>
>>160154372
You mean the constructor?
Its not a requirement for a struct.
>>
>>160153868
>"Maybe if we do that they will start using IE again"
>"Seems like a good idea, let's do it"
>>
I'm going to make a game!
And it's going to be a pixel platformer and I'm going to kill myself
>>
>>160154379
That's completely 2D. Just layers of sprites staked on top of each other to give a 3D illusion.
It is kinda neat, but honestly it's pointless. You could make a game that looks just as good as that with normal low poly 3D in an engine that has proper 3D support. And it's easier to just make a 3D model instead of trying to make multiple layers like that. And you'll get the benefit of being able to do 3D things like tilt the camera, or have 3D character movement.
>>
>>160154826
I never get random statements like this throughout the thread.

normally I ignore them but whats going on here, is it just the same person
>>
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>>160154592
Even if the background isn't a blue planet, it's still unnoticeable when zoomed out, though it looks decent when zoomed in a lot.
>>
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>>160154740
I updated to IE 11. Now it requires a full computer restart (which I can't do since I have a bunch of windows open that I'm working in, and IE doesn't register the update until the restart. Even then there's no guarantee that it'll work.

So here I pirating fucking free software hoping that it'll behave better since it'll probably have forced sign in disabled.
>>
>>160154905
Nope, just me venting my lack of talent and creativity
>>
>>160154414
>>160154414
You really need to change your art style if that is an updated version. The blue battle ships still look like something from a early 2000's flash game. You need proper shading, more detail and totally different colors.

Either go with simple 3d models or do 3d models and render them as sprites or hell, do pixel art if you have to. Just get rid of the terrible MS paint looking vector shit, seriously.
>>
>>160154909
your space by default is dark blueish
your ship is a semi-saturated blue

I was going to post a screenshot from another 2D space game but I just realized the only one that looks any good is FTL
>>
So like, are fonts free domain or do you have to make your own?
>>
>>160154826
Hey man, pixel platformers can be fun. Just don't do the same exact thing that indie games keep doing. All of them are super generic Mario-like platformers sometimes with a weapon or some other little twist.

Try something different. Drill Dozer for example, that game was a platformer, but it had a unique drilling mechanic that allowed for plenty of unique interactions with the world.
>>
>>160155016
Join on another persons project and learn from there, honestly most people are just glad to have help even if it's from somebody learning.

Being able to talk about your project with people who genuinely care and give good advice is worth more than you know
>>
>>160155173
Some of them are, but a lot of them aren't. There are a lot of font websites out there and they will list the terms of the license.
>>
>>160154961
Fresh VS install also requires a restart btw.
>>
>>160155173
Depends on the font, however unless you are distributing the fonts as an actual font file, there's nothing to worry about. If you make font sprites, then you are in the clear, copywrite wise.
>>
>>160155173
Depends on the font. Some are free, some aren't. Just like any other art asset.
>>
>>160155294
i know. i already restarted my pc and got all my projects back up and got back into my workflow. massive pain in the ass.

plus i try not to shut down my pc whenever possible because 1/4 times i start it the fans go nuts and make awful sounds and to this day i havent been able to identify the cause ;-;
>>
>>160152109
you need to write down your passwords, sempaiiii
>>
>>160155389
>plus i try not to shut down my pc whenever possible because 1/4 times i start it the fans go nuts and make awful sounds and to this day i havent been able to identify the cause ;-;

do they use the 3 pin or 4 pin connector?
>>
>>160155491
but then whats the point of requiring new passwords anon? if its a security thing, surely needing to write down passwords is even less secure?
>>
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Progress on airship interior texture.

I think I'm happy with the floor, but the walls might be too messy and/or repetitious.

Thoughts?
>>
>>160154961
This kind of shit is what prevents me for feeling bad about pirating software, specially microsoft stuff.
>>
>>160155552
>download a desktop password manager like KeePassX
>use the built-in password generator to generate strong and secure passwords for websites you use
>create a password database that's encrypted with a master password that you memorize

there, all you need to do is memorize a single strong password
>>
>>160155551
>do they use the 3 pin or 4 pin connector?
honestly i have no idea. built this about three or four years ago and don't remember a lot of the specifics.

did you have any suggestions?

>>160155692
and if you lose the password to the password manager?
>>
>>160155389
>spoiler
I'm having that issue, one of the fans doesn't start properly and I have to give it a small poke with a stick and it starts working perfectly. I should buy a new one.
>>
>>160152818
>>160152761
I'm getting weird angle values with acos and they're so weird I can't explain why they're weird
>>
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>>160155040
I'm doing the best that I can, but I have no artistic ability. It would take forever to make 3d models of everything too.
>>160155163
The ship is blue because it's shaded in its team's color.
>>
>>160155802
that is literally my exact problem. the case fan starts spinning either super fast or super slow (can't tell) and makes a loud buzzing sound. if i power off, push the fan a little bit, and restart, it usually works
>>
>>160155795
>and if you lose the password to the password manager?
That's why you write it down on a piece of paper.

Jesus, is good ol fashioned notepads too good for you peopel?
>>
>>160155947
and if you lose that/somebody takes it and suddenly has access to every single one of your passwords (which you also won't be able to remember without it)?
>>
>>160155889
sure, it's that teams color, but keep in mind you get to pick which color each team is, and the background too
if you want to keep space blue, than just shift everyone else's colors away from cool colors and toward warm ones
>>
>>160155870
>>160152761
>>160152818

Ok so the degree at which the function "zeros" the degree result so either direction results in a larger value than 0 or a smaller value than 180 seems to be at 110-120 degrees if you take straight up to be 0
>>
>>160156108
you're overcomplicating things
the exact formula you need is
angle = atan2(mouse_y - center_y, mouse_x - center_x)
>>
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>>160152109
>using microshit software

you brought this on yourself
>>
>>160153614
>>160153671
>>160153703
>>160153819
I used for instead of foreach and it worked
Fucking gay as hell suck on my dick god damn it
>>
>>160156354
i just wanted to try a hand at making a simple little program (know basic c# because of unity)
then it just turned into a disaster.
>>
>>160155889
>It would take forever to make 3d models of everything too.

It'd take about 10 minutes tops for a rank amateur to build a model, unwrap it and texture it using that vector art as a reference. Blocky spaceships are literally "babby's first blender model".
Then you can just drop it in engine and the engine will do all the lighting for you so you don't need to put shit looking texture gradients on everything. Plus you can do flashy stuff like tilting the ship when it turns really easily.

How much time have you wasted on those assets so far to produce something that looks so bad that it will probably cost you customers?
Just spend a couple of hours learning babby tier 3d and stop being a lazy autist.
>>
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>>160156438
Come to the land of freedom, leave the decadence of microsoft behind!
>>
>>160156358
foreach never seemed to work the way I intended it either

no idea why
think it has weird rules about how stuff works
>>
What's the max number of bones a vertice should be able to be influenced by?
>>
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>>160156193
Ok so the function I made to get the center screen position is just dividing the resolution by half

The function I made to get the distance from the center for reasons I can no longer remember subtracts the resolution from the value GetMousePosition returns to basically move the position to 0 in the middle

I pass these two values into the function pictured as 2D vectors

The first picture is where 180 becomes -180

The second picture is where -29 becomes 150

I am confused
>>
>>160157101
4 is pretty universal

4 is max for unity, standard for ue4

ue4 has some 8 bone mode, but that performs much worse due to the crazy extra amount of matrix multiplication involved
>>
>>160157238
you shouldn't be normalizing them
>>
>>160157356
thanks i've got it set at 4 now so they can be uploaded to the shader in a single vec4.

But i've had some models i've downloaded off opengameart have more than 4 and I was wondering if maybe the system I'm using is deprecated. But I guess i'll either edit the models or find something else. Because doing bone transforms on the CPU will slow it down and passing extra transforms to the shader will slow it down as well.
>>
>>160157454
But not normalizing them makes it so that the Z-depth (X in Unreal) actually makes a difference in the final angle and I definitely don't want that
>>
>>160157509
exactly

most 3d modelling programs don't care, and many artists will use weight smooth functions that can add lots of extra bone influence

I know blender at least has the "limit total" so you can cut off all vertices at 4
>>
>>160154828
>that's completely 2D
no, just because he rolled his own 3D in some weird half-broken way that isn't normally used doesn't make it not 3D. it depends on 3 dimensions.
>>
>>160157715
sweet i'll try that out
>>
>>160157713
they already don't have depth because they're 2d vectors, not 3d
normalizing them makes your 'center' the bottom right corner, which is probably why it doesn't work
>>
>>160157903
But things go truly insane if I don't normalize

This is very upsetting considering the GetMousePosition function returns an X and Y based on screen coordinates, yet if I move the mouse straight up the degrees printed on the screen change even if the mouse position doesn't move any degrees relative to the center of the screen
>>
>>160154379
>>160154828
Why the hell would you do that?
>>
how do you refer to yourself inside of a script in unity

let say i have a script a and I want to set a reference in script b from a function call inside script a how do i do that that's not calling getComponent because a single object may have more than one script a
>>
>>160158994
this
>>
>>160158189
Fuck it I'm too drunk for this shit.

When I wake up tomorrow geometry above finding the fucking hypotenuse (I can at least do THAT drunk) will become clear to me
>>
>>160159040
fuck, I swear i thought it was self for some reason and i was surprised it wasn't working, thank you
>>
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welp, I worked on using various variables and a whole bunch of math to check for being close enough to get on stairs, for like 3 days now, and I just realized I have a collision detection module I could just use instead
>>
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>>160159083
>>160158189
this works fine
>>
I have a pretty shitty old computer, can you game dev on a toaster?
>>
>>160159438
Yep. html5/javascript,SDL,SFML,Gamemaker,monogame, and Unity are all varying degrees of toaster friendly.
>>
>>160159438
Try Godot, it works on most toasters.
>>
>>160159338
Thanks for taking the time to do all that. It works now... KINDA

In a perfect world straight up would be 0 instead of 270. I don't know why it's 270 instead of your 90, though

I can work with that, though I think I might try to beat my head in until getting it to give 0 degree straight up works for the sake of simplifying it if I ever go too long without working on it and forget
>>
>>160159747
the 2 nodes after the atan2 are what I did to normalize it from 0 to 360 following standard graphing coordinates (positive x = 0, counterclockwise = increase angle)

you can adjust the result of atan2 however you want
>>
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>>
>>160160458
are you making a school shooter sim?
>>
>>160159546
I really need to learn Godot.
>>
>>160160486
ur ded to me i hope you know
>>
>>160159438
I would recommend not using unity, it doesn't perform very well on my integrated graphics

but if you require an engine I don't have many solutions for you other than buying a better computer
engine development is difficult and takes forever, but if you have programming ability you can do it with not too much hassle
>>
>>160160458
>CSGO.gif
>>
>>160159823
Well it works in a stupid un-intuitive way where the buttons least likely to be accessed are checked first.

I'll probably have to fix it later, but it works enough to start making other systems which is basically what I need. Thanks a lot for your help.
>>
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>tfw you look at some of your old code from a few months ago

WHAT WAS I THINKING?
>>
Anyone know of a good way to impliment a shader manager?
>>
>>160160458
Will this be ready for the next demo day?
>>
>>160160970
in what engine?
>>
>>160161241
uh.. about that..
>>
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>>160155214
>All of them are super generic Mario-like platformers sometimes with a weapon or some other little twist.

>drill dozer
>drill weapon or some other little twist
>>
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>>160154826

What would you rather make, an engrossing first person narrative driven experience?

You're a little one man indie dev, now you fucking get in there and make the best goddamn pixel platformer you can fucking manage.
>>
I am too dumb to code
>>
>>160162392
good, nobody needs you here anyway
>>
Man, working on game systems sure is a hassle. Shits so big and its hard to implement it little by little
But it feels fucking great when it all works out. Ive got a Megaman X starting stage>stage selection style working, with heart upgrades and all. So close to finishing this, and then its just adding content.

By the way, which order do you guys make stuff? I never went too far on making a game to get to save/load, menus and shit, so I decided to make that as soon as I had fleshed out the MC gameplay. Shits rough.
>>
>>160162483
> I never went too far on making a game to get to save/load
well, have fun adding that after you already have 100 things that need to be saved
>>
>>160162439
I am staying
>>
>>160162392
Nobody is too dumb to code.
It isnt about being smart, its about following logic.
And about that problem solving bullshit they say you need to be good at? Any problem you might have coding your game has been solved a thousand times over.
Get into that shit, man.
>>
>>160162392
art? sound? design?
>>
>>160162524
Like I said, I started with these systems before adding content.
But the scope of my game is pretty small, its no trouble at all. Its just a MMX ripoff.
>>
>>160162524
Not him, but fugg, you're right I should do that
>>
>>160162575
General design, usually how objects interact with each other.
>>
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>looking at some old code in gamemaker
>find a variable I'm not sure what it does
>ambiguous name
>no comment
>only used once in the object
>can't be bothered to ctrl+f in every page of code in the game
>too scared to delete it

help

Is there a hidden feature in GM that can help me?
>>
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>>160152296
やった!

I successfully implemented nearest neighbor in SDL, because its implementation doesn't support 8-bit surfaces (Why? Even Allegro supports this)

I was banging my head about the result not turning out correctly and the reason why I was having so much trouble was not because the algorithm was bad like I had thought, but because I found out that the bytes per row were NOT equal to the width like I assumed, so the resulting sprite was a mess. So once I changed all references depending on the surface->w to surface->pitch, everything worked like it should.
>>
>>160162859
Dude just comment it and see if any errors pop up
>>
>>160162927
tumblr?
>>
>>160162962
>Dude just comment it and see if any errors pop up

some bugs are more subtle than others
>>
>>160162859
>whats grep
>>
>>160163013
>gamemaker
>grep
>>
>>160150367
Can you make ambient with synths? And are you on the discord? It's easier for direct contact there.
>>
>>160163003
Still, comment and run it, see if anything changes or bugs up
I dont see the issue, Ive done this plenty of times, creating variables and functions without thinking the problem through, just to solve it without using them and wondering later why the fuck I made them in the first place
>>
>>160162927
Why does your progress always come off so spooky?
>>
>>160163130
>>160162962
>do this
>delete it because nothing changed
>6 months later I spend 3+ hours solving an obscure as fuck bug

thanks senpai
>>
>>160162859
If you had VS you could Shift-F12 and it'd bring up all references to it
>>
>>160163241
Then dont do anything and get a move on your life, you god damn cuck. You own fault for using a shit engine
>>
>>160162976
I have one, but I don't really use it anymore

>>160162859
You should be using version control for this kind of stuff. I'd set a private git repo up on bitbucket or something, and then delete the variable. If you remember why you need it, then you can always revert. You should have a full understanding of your code - don't just barely get by with crappy tutorials.

>>160163207
It's probably because the scale is off and the character is walking past where they should be colliding. The character's palette doesn't match the lighting either. But I'm hoping the game is just a little spooky.
>>
How the fuck does GJK work? I've been trying to wrap head around for an hour.
>>
>>160163013
>baby don't hurt me
>>
>>160163107
I'm on the discord
Look up "Michi" I just joined desu
>>
How do I even use the arm9loaderhax?
The 2.0 downgrade seems like a fucking nightmare, good thing I'm using Gateway.
>>
discord link?
>>
>>160164196
https://discord.gg/zq79bCa
>>
>>160159546

What the hell is Godot?
>>
>>160164290
A miserable pile of spaghetti
>>
>>160164290
A villian prosecutor in Phoenix Wright who rivaled Phoenix and was eventually arrested for murder
>>
>>160164290
One of the characters of Samuel Beckett's play.
>>
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been debugging for several hours now, still no progress

it's not even difficult code, it's like 40 lines

what a waste of time
it would have been much faster to just strip down the entire thing and start over
>>
>>160165269
Are you making a game in blender?
>>
>>160165269
>it would have been much faster to just strip down the entire thing and start over
Thats what I've been doing the past couple days, ripping stuff out figured it'll take 1/10th the time to rebuild it with all the improvements the code has gone through.

Some refactoring has gone awry though, I had to swap out using coroutines and start doing a weird goto setup instead, but its the only way I can come up with to make things plaintext/json-able
>>
https://docs.google.com/forms/d/e/1FAIpQLSdz0nFLuGKsDE7sssvZGEvP6GWZq0zLcH1yuvHw7dfeUCNk_A/viewform
https://docs.google.com/forms/d/e/1FAIpQLSdz0nFLuGKsDE7sssvZGEvP6GWZq0zLcH1yuvHw7dfeUCNk_A/viewform
https://docs.google.com/forms/d/e/1FAIpQLSdz0nFLuGKsDE7sssvZGEvP6GWZq0zLcH1yuvHw7dfeUCNk_A/viewform
agdg survey
>>
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I can haz greenlight votes?
http://steamcommunity.com/sharedfiles/filedetails/?id=795765733

How is /qst/ ? I want to get a thread going where someone will DM/GM a game about hacking, then I turn what people come up with into a playable scenario.
>>
>>160165559
What did he mean by this >>160165237 ?
>>
>>160165302
no, just building an object from some values I generated earlier

I am missing the 256 line and the 728 lines, such a bizarre bug

So basically I generated values on a field 1025x1025. I am taking the bottom point and subtracting that, then multiplying by the small offset I had (.0005). Then I place all those values in their correct position on a grid. This is all pretty simple stuff. For some reason, at some point, the 256 and 768 y points never made it in. I have just no idea.
I'm going to do more productive stuff now. Also the grid is 1025 x 1024 (meaning that x=0 shouldn't exist. And yet it does!)
I don't know.

If anyone wants to take a crack at it here's the python that generated it and the c# that interprets it into an .obj

http://pastebin.com/uDjJ9R4x
http://pastebin.com/prTKpB8K
>>
>>160165783
May as well include the link if I'm going to advertise :^)
>>
>>160165845
oh my god I am so stupid

I just realized

I am interpreting a set of values, converting them to a grid and then converting them BACK INTO THE SAME FUCKING FORMAT without the commas

fucking hell
>>
>>160165559
>>160166054
Clever plan to use /qst/ as your slave labour.
>>
>>160165845
not gonna read through that, it's quite a mess, but just for future notice - you can enclose the stream reader in a using statement, that way you don't have to close it yourself and it's generally favored for everything that implements IDisposable
>>
>>160165845
>Also the grid is 1025 x 1024 (meaning that x=0 shouldn't exist. And yet it does!)
Do you mean index 0? Because the grid you have counts from 0 to 1024 then 0 to 1023 (as it should). Arrays in both C# and Python count from 0.
>>
>>160166116
Its been surprisingly hard to get people to ideaguy, there was a /cyber/ board that i thought for sure would love the idea of someone making a setting/story/questline based on what they came up with, but no one really engaged. I figure /qst/ would be free of constraints like resources so it'd focus on what was the most fun experience for the player. I'm too full of spaghetti to run the game myself though, hopefully there are mercenary GMs there that will do it in exchange for nothing.
>>
>>160165845
also, why do you create a new file stream object each iteration? you're not closing them either so hello memory leak.
>>
>>160166547
C# doesn't have memory leaks, it's garbage collected retard
>>
>>160166619
you are one stupid fuck, aren't you?

>thinks GC is a godsent AI so intelligent it can wipe his ass with cheer processing

>not unsubscribing from events
memory leak
>not closing filestreams
memory leak
>not closing database connections
memory leak
>>
>>160166619
Depending on semantics of memory leak, it can still very well happen in garbage collected languages.
>>
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Shaking my head, agdg
>>
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>>160166236
well theoretically I should have 1025 * 1024 values, just by counting the inputs I know that

removing the grid conversion worked anyways.

absolutely no idea what the issue was and now I need to come up with a new method of generating faces I suppose. Normally I would use a similar function to generate faces on their calculated grid (take 0,0 and 0,1 then go up a row and take the first and second position, etc. This builds a square you can include in your obj file and basically have everything you need to import it into a game)

>>160166207
yeah my code always gets pretty messy when debugging. I usually leave the comments in in case I need to roll back some change
>>
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for your consideration
>>
>>160167405
Are you making another spreadsheet simulator goog?
>>
>>160167425
im making the best spreadsheets
>>
>>160167463
Will you ever make a real game?
>>
>>160167360
Keep comments to a minimum, refractor what you can into methods, you can use 'var' in some cases too.


Type something = new Type() //Redundant
var something = new Type(); //Not redundant


incorrect usage:

var something = MethodThatReturnsUnknownType(); //Don't do this
>>
>>160167620
stop replying to me everytime you looking for a mirror
>>
>>160167659
I'll take that as a no.
>>
>>160167360
Basically, the rule of thumb is - if you have to comment it, it most likely should be a method with a logical name.
>>
>>160166119
All of that is correct though
>>
What the fuck. Can blender not export multiple animations or something? I can only ever get one animation from my meshes once they are loaded and it's always the animation active in blender at the time of export. How the fuck do I tell blender to include them all?
>>
>>160168054
"assign"
>>
>>160168405
Where is this button?
>>
>>160168443
funny how people who complain about blender not doing something ALWAYS don't know how to use blender properly and it was already a feature

Like every time someone asks for help with it, without fail.
>>
>>160168578
The actions are assigned to it because I can run them all and they work. It just refuses to export them.
>>
>about to dev
>boss mails me asking for the stuff I had to do.
>what? I already did everything.
>Realize I'm retarded and missplaced a couple of files in the wrong folder so I thought I had finished everything
>I didn't.
>Now I'll have to do that
>>
Did one of you fucks make the Virginia Tech RPG?
The music for that shit was so tight, goddamn
>>
>>160168807
>he doesn't know about the Long Necked Spotted Outback Googer the Meme Man himself
>>
>>
>>160155628
Agreed
>>
>>160167982

it's the same guys posting these images, just ignore him he'll get banned for another day or so sometime soon
>>
>>160168807
>vtech RPG
>RPG
i dont think thats a thing that exists.
>>
>>160166119
Floating point is computing, not math
>>
>>160169175
>implying computing isn't applied maths
>>
>>160169285
Depends on how you define math
>>
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>>160168054
Uhh if you got them all made as separate actions, I export as fbx most of the time and they all show up fine. As long as export all actions is checked.

If you're doing something funky and need them all in 1 animation strip but separate actions, do that in the NLA editor. I would mess with that in a file copy if you never used it before. You can also make separate tracks to be exported here.

I never had to export the other formats so can't help you there.
>>
>>160169502
Give me a definition which wouldn't be rejected by a mathematician and doesn't encompass computing
>>
>>160158813
It's just a stacked cross section images w/ slight offset.
http://www.like100bears.com/writing/2d-3d-in-gamemaker-studio
>>
Amateur modeler here, post your requests
No characters please
>>
>>160169680
"Peirce did not think that mathematics is the same as logic, since he thought mathematics makes only hypothetical assertions, not categorical ones."
>>
How do i get motivated? The genere in which i have fun deving is niche so i know there won't be much interest in my game and it drains my motivation since i don't want to spent all that work, albeit fun, on something that is destined to fail
>>
>one collada exporter only exports a single animation
>another collada exporter exports all animations but no bones

???????????
>>
>>160169924
big juicy arse but made of METAL
>>
>>160169924
a teleportation portal hub/door/thingo
>>
>>160144605

Completely defeats the point of Interfaces. Use Inheritance instead if you want your objects to have that kind of relationship
>>
>>160166619

Using Events can fucking cause those, you moron.
>>
>>160170168
>collada
>>
>>160170618
*grabs by the throat*
BACK THE FUCK OFF??

at any rate I finally got it working
>>
>>160170168
collada is a pipe dream

the specification is so ``free'' that every single importer/exporter implements a different subset of it
>>
>>160170995
>hating freedom
>>
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Could a system like this work?
>>
>>160171312
uh yes?
>>
>>160171312
The Sims?
>>
>>160171312
reminder these are the type of people making games
>>
>>160171312
Seems like one of those flash games back then
>>
>>160170823
Mind to share how?
>>
>>160171312
whoaaa

https://en.wikipedia.org/wiki/Point_and_click
https://en.wikipedia.org/wiki/Point_and_click
https://en.wikipedia.org/wiki/Point_and_click
>>
>>160171389
I'm the kind of people making games.
You too.... I think.
>>
>>160171453
Sure, I followed the tutorial at [You must be signed in to view this link.]
>>
Post your demoday entry - receive money
>>
>>160171502
You're retarded?
>>
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>>160171517
>[You must be signed in to view this link.]
>>
>>160171531
I'm not a beggar. Just give money to the game you find most fun
>>
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>>160171569
>Title: Some Obscure Problem You're Experiencing
>[You must be logged in to read this post]
>Register
>nvm, fixed it
>>
i got VR sickness yesterday after thinking that people who got sick from VR were weak sissies

VR sickness sucks
>>
>>160171620
I already did. I still have some extra money
>>
>>160171631
I get sick playing HL1. I wonder if I'd die from playing VR games
>>
>>160171371
>>160171381
>>160171389
>>160171469
I just wanted to know if something like this would be fun. I haven't played many point-and-click games, and my idea is not exactly like one of those.
>>
>>160171631
>overactive vision while your body is moving slower in comparison

sounds like VR has a lot of problems
>>
>>160170287
Sci-fi?
>>
>>160171751
yeah
>>
>>160171694
Use it to pay actors for a sick new demo day video
>>
>>160171630
>problem which you cannot solve by yourself
just quit game dev, you aren't ready for this level of computers yet
>>
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Could a system like this work?
>>
>>160171790
Aight. I'll whip something up tomorrow. If you want, you can post references.
>>
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>>160171631
>>
>>160171797
lmao nice try fagit
>>
>>160171569
>>160171453
The actual solution was using the Better Collada Exporter from the Godot project and fixing an error in the blender file where there mesh of the object didn't have the armature as it's parent.

Now all the animations are in the collada file and I can select between them.
>>
>>160171812
Of course not, are you serious?
>>
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Could a system like this work?
>>
>>160171937
I think it's more intuitive to have the goal on top of start
>>
>>160171705
you might. i had to quit that game i was playing after only ten minutes because i was about to puke and then felt seriously ill afterwards for hours. i've never experienced motion sickness before in my life. i'm fine on boats, i'm fine in rollercoasters etc but this game really did it to me hard.
>>
>>160171812
Too much details, anon. Could you just be more brief please?
>>
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Who else getting /juicy/ here?
>>
>>160172046
>hold rocket button
>either kill or the blocks or get overwhelmed eventually
where's the skill?
>>
>>160172285
>skill based games in 2017
it's like you don't even want to be successful
>>
>>160171860
Cool, thanks!
>>
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>>160172046
>that laser
>juicy
>>
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Flyin'
>>
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Anyone got some tiny sprites? I need to practice tiny sprites and I want examples.
>>
>>160172418
Reminds me of Ecco
>>
>>160172285

there is no rocket button. they spawn on crits.
>where's the skill?

this is barely even a game nigga. it hardly even has gameplay.
>>
>>160172462
Go fuck yourself
>>
>>160172578
That also reminds me of Ecco
>>
>>160172454
>open excel
>change cell dimensions into equidistant length
>paint each cell
>export as xml
>>
>>160172608
Thank you
>>
>>160169108
Kekeke bitch, did you ever end up making any money off it?
>>
Read the first 30 pages of this
https://archive.org/details/GameEngineArchitectureSecondEditionJasonGregory.pdf
>>
>>160172462
Pretty funny considering I was actually thinking of looking at Ecco for (mainly thematic) inspiration at some point, though right now I'm still just working on getting the basic movement down.
>>
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>>160172621
>>
>>160172731
>focus on game engine design

no thx
>>
I voted Hilary
Why did you vote for, AGDG?
>>
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Remember kids, always use references.
>>
>>160173198
I don't live in the third world country that just had the election so I didn't vote for either candidate.
>>
>>160173198
>why did you vote for
really makes you think
>>
>>160172731
but there's nothing of value in the first 30 pages?
>>
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Finally added animation thumbnails to my Attack Editor! It can be frustrating when a mundane-looking feature like this turns out to be complicated to implement.
>>
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>>160172383

mmk. hows this for juice?
>>
>>160173281
Don't you think it's a nice overview of the current game engines?
>>
>>160173469
I'm impressed you've spent so much time writing the tools

looks great
>>
>>160173469
I love that editor extension, I would highly recommend posting that extension (sneak in your game as well) on reddit to get some attention
>>
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>>160173469
Are you a wizard?
>>
>>160171767
Aight. I'll whip something up tomorrow. If you want, you can post references.
>>
>>160169762
It really seems like a pain to make assets for this style.
>>
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>>160173223
>>
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>Dino Jam
>6 joined
I knew we should have done Lewd Jam 2.
>>
Something that I'm surprised I haven't seen more of in indie games are God Games.

Games that sort of play like a city/town builder, except that you generate "worship" to spend on your godlike powers via prayer/sacrifices/games etc. B&W and others are big favorites of devs 30+ so its surprising to not see them doing something like this
>>
>>160171631
It really is unpleasant for any real game.
>>
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>>160173807
>>
>using opengl
>vulkan is far superior now

do i finish my game as is or change it over now?
>>
>>160174405
>using opengl
You were never going to finish your game, m8
>>
>>160174587
get fucked m8
>>
>>160174405
if you've written a proper abstraction then it shouldn't be anything to worry about
>>
>>160174074

The problem with games like this is the inherent requirement for lots of AI with various different behaviors.

Also the one promising Indie God-Game called Godus was a total fucking flop. Actually I have no idea what happened to it, they totally changed their design style like 3-6 times.
>>
>>160174360
not the requester, I think you did a good job but

>using Hexen's W_073 for the platform

it doesn't fit very well
>>
>>160174912
I think you need to read our the dialogue one more time
>>
>>160175115
oh whoops, my bad. in that case it's SHIT
>>
>>160174796
Vulkan is a lot lower level than OpenGL
>>
>>160174587
If you're not using OpenGL for your graphics you're not a game programmer, you're just a script kiddie.
>>
>>160175197
i know, what I meant is that if you didn't tightly couple graphics layer with the rest of the engine and instead wrote an abstraction that only wraps around opengl and is not related to anything else in the engine then you shouldn't worry about it because you can just add support for a different backend later without much hassle (relatively)
>>
>>160150631
Fusions, like Dragonball style fusions where you get a stronger character out of two, I don't think I've ever seen an RPG do this.
>>
My UE4 project is becoming fucking hugs because ever time I start a new project, I just cannibalize my existing projects into it. Now I have all these props, textures and sounds sitting around in my project folder unused. Do I have to delete them manually, or is there a way for UE4 to either delete everything not referenced in the game, or just package only things that are referenced?
>>
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Still no free released cute girl.
>>
>>160175368
Kill yourself.
>>
>>160154229
Looks creepy as fuck, like one of those video game creepypasta characters.
>>
I am supposed to be modeling a spess ship but i just keep staring at a gray cube in the blender
>>
>>160154229
>ZA HANDO
is that a jojo reference?

Memes aside, looks good but yeah it's kind of OP right now.
>>
>>160150818
It sends all your code to Microsoft so the NSA can make sure it isn't terrorist code
>>
>>160175368
>implying you are going to use it
>>
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>>160175471
>>
>>160168917
Is she a store asset? How much?
>>
>>160175407
>>160175590
>blame me for not using something that nobody in this general thought it was worth using
If they were that good someone else would have used them get a clue
>>
When adding text with the UMG in UE4, is there an easy way to make the text typewriter in, instead of just appearing on the screen. Something like Pokemon does for example.
>>
>>160175368
you could make something like that yourself
>>
>>160173469
GOTDAM
>>
>>160175774
>it's easy
You have no idea what you're talking about.
>>
>>160175678
>ignores the fact that what he is looking for can be found everywhere on the internet
>ask for it to an amateur community for free
>get's picky about what he received
I blame you for being lazy and retarded.
>>
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first enemy
>>
I accidentally insulted my team-members and now they all fucking quit. My game is ruined, after all that work.

Fuck everything.
>>
>>160176820
>"accidentally" insulted
>"my" game
lel, you were a piece of shit to begin with, glad they left.
>>
>>160175912
Neither do you since you never even tried to learn. But then again, it's not like you can program, sprite, make music, write, etc. You're just here to shitpost.
>>
How do you get the required data to the shader in a decoupled way?
>>
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>Tfw you test something and forget to return things to normal, and then completely forget about it the next day when you start working on something different.

At least the new moves make fighting mosquitoes easy.
>>
>>160176820
autist
>>
>>160176902
It was a fucking accident, I didn't mean it.

Die.
>>
>>160177227
Explain then. I know you won't because you're a turbo autist who's impossible to work with.
>>
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I'm trying to make a third person camera in Unity, but I'm a bit confused on how to use Quaternions. Does anyone have any advice or recommended videos?
>>
>>160176114
>what he is looking for can be found everywhere on the internet
Except your wrong.

>amateur community for free
I don't see the problem.

>gets picky
So you admit that all propositions so far were shit.

>>160177023
>Neither
Which shows that you indeed had no idea what you were talking about.
>>
>>160177321
your nearest math textbook
>>
>>160177321
This pic always makes me sad. Why is the lil anime so flustered?

Also quaternions are impossible to understand.
>>
>>160177286
I just mocked them about being libcucks because I was mad because they wouldn't do what I asked.
How could I have known that would have set them all off? It was an accident.

My luck is so fucked.
>>
>>160175268
If you actually want to make games for a living then you're not skipping the available tools in favor of some stubborn ideology.

If you refuse to make the job easier for yourself then you're setting yourself up for failure.
>>
>>160177321
Quaternions are very interesting but very hard to wrap one's head around. There are a bunch of videos on YouTube that attempt to explain them but honestly if you just want to focus on like make game just use Unity's built in Quaternion -> Euler conversion functions.

https://docs.unity3d.com/ScriptReference/Quaternion-eulerAngles.html
>>
>>160177321
A quaternion is a vector3 and a degree

the vector3 defines the axis and the degree defines the rotation angle.
>>
shit.
i took a 2 weeks break.
and now i couldn't pick myself up to continue working on my game.

methods to motivate myself?
>>
>>160177531
Yeah you're definitely too autistic to lead a team. Try learning how to interact with humans. Real people aren't like the ones you meet on /r9k/
>>
>>160177531
>mocking people about political belief in a team environment

yep, turbo autist.
>>
>>160177678
Picture being 80 and looking back on your life, tallying all the time you spent NOT doing what you wanted to do because you simply couldn't be fucked to do it.
>>
>>160177567
>buys some assets from unity store and plugs them in with some scripts copied from gamedev.net
>i'm a game developer!
>>
>>160177767
Do you really think there's absolutely no middleground? Just because I don't want to write my own 3d engine doesn't mean I can't write code.

Fuck I hate people as dense as this.
>>
>>160177531
>People react to insults and attacks on their beliefs differently in person than online
Who would have thought?
>>
>>160177863
y r u r-guin with this fag
>>
>>160177863
No it means you can't actually write a game and need someone elses game that you can just plug your bought assets into.
>>
>>160177678
I did't want to work on it, but I kinda forced my self to for couple hours. And now in the groove again.
>>
>>160177145
Cake
>>
What could cause a camera to follow in a jerky motion in Unity? I'm using lateupdate and tried using different approaches for the camera follow. lerping and SmoothDamping. Whenever the character moves there's still this jerking behaviour from the camera.
>>
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Another upgrade lads. got some mad lightning
>>
how is GM2
>>
>>160178146
There is no such thing as a camera, only a perspective and view matrix. Your math is off.
>>
>>160177863
Don't reply to him he's just a greentext memeing nodev.
>>
>>160178146
I've had this experience that the Unity editor is a whole lot slower if the inspector is showing something. Try making sure you've unselected any game object while the game is running.

Other possible causes: you could be supplying the wrong values to Lerp
>>
I have a good idea.
I wonder how I'll fuck it up.
>>
>>160178463
If you think like that now, it's not a good idea.
>>
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>>160178509
>being habitually self-deprecating and having good ideas are mutually exclusive
>>
Just downloaded GM. what should I make as a complete beginner? I'm not sure how to code either.
>>
>>160178627
Pong, Breakout, Space Invaders.
>>
>>160178350
Nothing is selected in the editor.

But for some reason using lerp now works after I closed and reopened unity. Didn't change a single line of code. Just reopened unity and there's no more jittering.
>>
>>160177417
>Except your wrong.
How so? There are a lot of free cute girls 3D models you can use for free.

>I don't see the problem.
So you ask for something to people that could be inexperienced in doing it, you are not willing to give anything in exchange for that something, and then you complain that is not what you wanted. Honestly not having assets for your game is the smallest issue you have.

>So you admit that all propositions so far were shit
Never said that, you probably will be picky no matter the quality of the assets you get.
>>
>>160178650
I'm assuming there's a good tutorial for all 3 right?
>>
>>160178803
yes, there are tutorials for every kind of game you would ever want to make
>>
>>160178803
Pong definitely. I'd assume for Breakout and Space Invaders as well, but you should be able to program the latter on your own.
>>
are access modifiers relevant if im the only programmer?
>>
>>160178791
>There are a lot of free cute girls 3D models you can use for free.
Let's see them. And don't bother linking the ones which are not allowed to be used commercially from rpgmaker or tf3dmbecause I know you're going to try that.

>>160178791
>quality of the assets
I know what you're trying to do here but nobody wants to use an asset that is shit and it doesn't mean that you have to look for some AAA one. It's always black or white with people like you.
>>
>>160173469
Very nice
>>
>>160179024
Yes
>>
How do you convince people to come back to your team?
Any tuts on that?
>>
>>160179024
If you work on your game for more than 6 months you'll forget exactly how things are supposed to work, what should have access to what and any personal assertions you made. Future you may as well be a different programmer.
>>
>>160179776
free drugs
>>
>>160179776
Free dental.
>>
Tell me about fragment shaders.
>>
>>160179890
They are pretty dope and versatile.
>>
>>160179890
It just works.
>>
>>160179890
Why does he wear the mask?
>>
>>160179890
They're a big deal
For you
>>
>>160179654
>He doesn't know about Alicia Solid
She has been posted her more than once, are you even trying?
>>
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>>160179776
OKANE
>>
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meant to do vampire bit a while ago but
>>
>>160180382
>look it up
>MMD model
You really should start to look at the licenses before spouting nonsense.
>>
Reminder that begging for free models is a violation of the global rules
>>
>>160179776
PAY THEM
>>
>>160175652
Looks pretty cheap
http://instagram.com/codeslut
>>
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Anyone play the new demo day 11 demo? Iv updated it about 5 times to fix bugs and add extra polish. Here is a video with the latest changes made; https://www.youtube.com/watch?v=IR3Ko0HvqI4&t=4s

If you played the demo I'd love more feedback.
>>
Will we ever make it brahs?
>>
>>160181135
try asking on the feedback general
>>
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>if enemy is colliding with player
>add enemy to array
THERE HAS TO BE A BETTER WAY I CAN'T DO THIS IF THERE'S 100's OF ENEMIES N THE LEVEL FUCK
>>
>>160181183
>brahs
With lingo like that we won't. Barely anyone here wears one.
>>
>>160181001
no
>>
>>160181183
Every day I feel farther from making it
>>
>>160181208
If you are talking about the number of collision checks, read up on quadtrees / octtrees if 3D.
>>
>>160181208
Array = GameObject.findobjectswithtag("inserttaghere");
>>
>>160181326
no I'm talking about hardcoding collision checks for specific enemies
i.e
>if enemy 1 = collided | add to arrray
>if enemy 2 - collided | add to array
>>
>>160181135
Your puzzles were shit.
Too ez I didn't even have to think.
>>
>>160181391
and what if, perchance, my intention is to not end up with an array filled with every enemy on the level but rather an array filed with only the enemies the player has collided with?
>>
>>160181428
>not using a physics library to provide collision call backs and pointers to collided objects
>>
>>160181428
>Not making a generic enemy class that contains this behaviour and inheriting enemy types from this class
>>
WHOS USING Gm2
>>
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>>160180462
This is a great way to start the week, Thanks, anon. I love it.

And progress time:
> Recoded player spawn in different way trying prevent that one bug I can't replicate.
> Also added error logging for it just in case.
> Fixed the looping audio bug, so I can go back to the better Sound Engine again.
> Tweaked options. Window doesn't go crazy when you changet the resolution anymore.
> Added a Screenshot-taking button.
> Fixed a lot of bugs.

I believe the Bugfix Demo is almost ready. I'll be testing it for a couple of days before releasing it, because there are a couple of bugs I still haven't been able to replicate.
Hope I can get rid of this soon so I can actually work in new content for DD11.
>>
>>160181503
Just use a fucking list and not worry about there being a hundred enemies unless you are making a gameboy game or some shit.
>>
>>160181464
I actually thought the puzzles were challenging and super polished..

Am I a retard that I ever got stuck?
>>
>>160173469
Nice extending of the Editor, man.
Working on a sequence editor myself for cutscenes.
>>
i cant read chinese

http://unity-chan.com

is unity chan free to use?
>>
>>160181753
Yes but you can't lewd her and there were other rules.
>>
>>160181753
you can change the language retard

http://unity-chan.com/contents/guideline_en/
>>
>>160181549
but i have
point is I want to be able to determine which of the enemies I'm colliding with and which one the player is taergetting
>>
>>160181935
>You have a parent class 'generic enemy'
>'generic enemy' has a check that, when colliding with the player, adds this enemy to an array
>All your enemies inherit from that parent and don't overwrite that check

I fail to see your problem.
>>
>>160182095
"generic enemy" is the class
I don't want to add the class to an array
I want the actor
you can't get the actor from the class, only the class fromt eh actor
>>
>>160182397
Can't you reference other parts of the entity from script? Surely that must be possible. How else would you make something play animations?
>>
>>160181795
>can't lewd her
What is the point. That's it, I'm moving to Godot. Someone make an open source MIT Godot Chan that can be lewded freely.
>>
>>160181753
>>160182616
Noticed how Unity-chan doesn't have a single game?
>>
>>160181464
Give him some real feedback, like why they were shit, what about them made it so you didnt have to think so hes able to fix it? This is why people think feedback here is just shitposts.
>>
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Started setting things up to get the rest of the game working. When I'm done with the dinos, I'll make them slowly walk in the background then when you get a match, the corresponding dino will sprint ahead.
Eventually I'd like to add a "Complete!" screen (or a generic game over one that appears if you lose or win) that shows the dinos you saved maybe inside a cave or something.

Animating walk cycle, run cycle and roar for 16+ dinos will be tough, fuck.
>>
>>160183265
>telling lies on the internet
>>
>>160177531
Sounds like nothing of value was lost.
>>
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improved that pause menu since it was more on the basic side
>>
>>160180382
That one makes me solid
>>
>>160180382
link to download?
>>
How do I tint one rgb value with another while preserving percieved luminosity/brightness? I think "hue" is the right term.

Sorry I suck at math.
>>
>>160183750
What kind of continue system will your game have, is it just freeplay or do you have a few retries before the game gives you a game over?
>>
>>160184147
what're you working in
>>
>>160183816
Same
>>160183980
http://3d.nicovideo.jp/works/td14712
Just click the buttons that have these moonrunes ダウンロード
>>
>>160184147
Convert RGB to HSV, modify the hue, convert back.
>>
PROGRESS

I have now variables I can increment and check for values. Pic related: the green variable is incremented by one then the detector (the eye) checks if the value equals the number 2.

I worked a lot to implement new runes for the second half of the game (around 50 more levels).
>>
>>160184256
What license is it under?
>>
>>160181208
Best solution is probably to use the contact manifold (collection of contact points determined during collision detection), getting the object corresponding to each contact (some objects may contact at more than one point), and filtering out the non-enemies.
>>
>>160184179
you get a bunch of credits and you spend one when you run out of lives or a new player joins, players share credits
if you're out of credits and lives, you're done
free play will probably be unlockable
>>
>>160184256
>have to login
>>
>>160183572
Prove me wrong fagget
>>
>>160184394
That's fair enough.
>>
>>160184473
https://play.google.com/store/search?q=unity%20chan&c=apps&hl=en
>>
>>160184368
I'm afraid this isn't a solution to my problem but a seperate problem from the one I'm having.
>>
>>160184258
Thanks. So it's not terribly inefficient to do it that way?
>>
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Juiced up the text box with lerp.
Going back to gameplay soon.
>>
>>160184696
How so? It solves the problem of having to go through all the enemies by starting with what the collision detection reports (you're doing that anyways).

>>160184739
Actually, now that I think about it, you could probably get what you want by doing this:
X is the colour with the brightness you want. Y is the colour with the hue/saturation you want. Get the final colour by tinting Y (scaling the components) such that its luminosity equals X's luminosity. That should be pretty easy to do with some algebra.
>>
Is this the best list of everything gamedev related?
https://github.com/ellisonleao/magictools

But then you have this list for 100% freetards, which does have some entries that above list does not
https://github.com/Calinou/awesome-gamedev

Would freetard be mad if I merged all his shit into the first list and made the freetard list obsolte?

Is there any even bigger list?
Is there anything that would be considered the ultimate authority on gamedev tools / assets?
>inb4 /agdg/
>>
>>160185050
>How so?
the problem I'm having is determining what actor the player is colliding with
your solution is to, instead of write if statements fo rthe enemies, write if statements for non enemies. This is not a solution
>>
>>160185284
>instead of write if statements fo rthe enemies, write if statements for non enemies
Where are you getting this from
>filtering out the non-enemies
?
>>
>>160184464
Uploading to mega, have patience because my internet sucks ass

>>160184365
As far as i know the character is copyrighted so you will have to credit them if you use her out of the box, but i recall someone here said that you are allowed to edit her or use her as base model for your own characer if you want
Rules don't say anything about lewds so i guess is ok to lewd her
>>
>>160185408
yes, exactly
I can determine the class of what I'm colliding with, which is fine but then if I want to grab say,t he skeletal mesh, of an actor I'm colliding with, then I need to hardcde the array myself, like a fucking chump
by "filtering out" non enemies, the only option I have is to hardcode the antithesis of the skeletal meshes in the array
>>
>>160185552
What? Why do you need the array? Why are you taking "filter out" so literally? If you want to check that the object is an enemy, then do something, do that.
>>
>>160185652
the array is for enemies the player is currently engaged with
I don't need to check if the object is an enemy I need to specifically be able to differentiate the enemies apart
>>
>>160185728
You asked how to do "if enemy is colliding with player, add enemy to array" in a somewhat efficient way and I gave you a perfectly good solution to that.
>>
>>160185816
but it'll only add the class to the array and that's not what is needed.
>>
>>160185728
>find everything colliding with player
>drop everything that isn't an enemy
>left with enemies colliding with player
>>
>UE4 doesn't have any built in array sort functions

I wish I paid attention in my CS classes.
>>
>>160185913
Where are you getting that idea from?
>>
>>160185914
and how do we determine it's an enemy?
via the class the actor has attatched to it!
>>
>>160186006
I think you might be retarded, anon. Just because you use a property of the actor to check that it's an enemy doesn't mean you can't add the whole actor to the array.
>>
>>160185185
You will never make the free software list obsolete by merging it with non free software. The free software list will still remain and serve its purpose.
>>
>>160185940
You can quite literally copy paste code for this since it's been done a million times.
>>
>>160185940
>needing to sort an array
>>
>>160185940
Yes it does.
>>
>>160186251
show me
>>
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>>160186084
but it does mean I can't use that actor for the purposes I'm trying to use it for
>pic related
ACTOR CANNOT BE USED
the simpel solution should be "extract primitive component from actor"
Except you bloody can't
>>
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>>160185185
Holy shit, this is big
https://game-development.zeef.com/david.arcila

Question remains, why is there no one ultimate list of gamedev stuff?
Do I really have to make new one that merges all existing ones together?
pic related
>>
>>160186315
https://docs.unrealengine.com/latest/INT/API/Runtime/Core/Containers/TArray/Sort/index.html

Or do you mean a regular C++ array?
>>
>>160186383
it's better to have a curated list of good stuff than just some big shit pile of random crap
>>
>>160186372
>blueprints
no fucking wonder
absolutely depricated garbage anon
>>
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suddenly, a whole new layer of gameplay and bugs
>>
>>160186372
You could make an interface for it
>>
>>160184608
>1st "game" uses assets unavailable
>2nd "game" is literally a mapping of a miku concert
>3rd "game" is an application
>4th "game" is literally a fucking screensaver
>5th "game" is just the base character walking around in VR
>6th "game" is the only one that looks like a game and is just the base character with base animations collecting fucking base capsules from Unity and various coins
>7th "game" is barely like the 6th
>8th game uses her unavailable character
>9th game uses her unavailable character
>10th game uses her unavailable character
>11th "game" is just a pose showcase

I wanted to make sure and now I'm sure of it : You never check anything and just like to throw fake results to shitpost.

Faggot
>>
>>160186372
>limiting yourself by using visual coding shite
You brought this on yourself.
>>
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>UE4's orthographic camera is STILL broken

What the fuck? It's been broken since 4.3.

>how is it broken?

Lighting. Viewing any 3D scene with it completely fucks up lighting.

Since it isn't a VR or mobile feature, I think it's safe to assume it will never be fixed at this point.
>>
Dino Jam is deader than the dinos themselves. Whew
>>
>>160186117
ok, yes, I chose my words poorly
>>
>>160186681
Yeah, someone struggling with the logic would definitely be better suited to C++
>>
>>160177417
>Which shows that you indeed had no idea what you were talking about.
Which shows that you have no idea what you're talking about. Good game.
>>
>>160186663
>he didn't even check all games
>>
>>160162859
shift+ctrl+f
>>
>>160186691
>make an empty game
>"how is that related to the dino jam?"
>"it's a game about their extinction"
>>
>>160186878
>make an empty game
>"how is that related to the lewd jam?"
>"it's a game about my sex life"
Dang I should have done this.
>>
>>160186827
They're all mobileshit anyway
>>
>>160186691
They're just hibernating.
I bet you think Mozart is dead.
>>
>>160186756
>Someone encountering a problem should learn to build a wonky workaround to accomodate a retarded way of creation instead of learning a correct and efficient solution to his problem
>>
>>160186952
>make an empty game
>"how is that related to demo day?"
>"it's an accurate representation of my game"
>>
>>160186756
>implying this is user error
>>
>>160184464
>>160185449
https://mega.nz/#!h99wTQbA!NWZiwnnALe_dXMgokeYFhRWmqbg5pB8AWp7-P4Ba4UM
Have a good fap
>>
>>160186663
>agdg is one person - the post
>>
>>160186558
Damn. This keeps getting better and better. Can't wait to play the next demo.
>>
How many agdg games are there? Just want to know how many games my game is better than since all of you are SHIT! SHIT!
>>
why would you be surprised that nobody makes game using a mascot character?
maybe they want to use their own
>>
>>160187090
I can't be arsed reading the whole thing but it seems he wants to enable custom depth on nearby enemies, that's hardly beyond blueprints.
>>
>>160186971
If you can't prove there isn't a single unity chan game there you can't prove me wrong
>>
>>160187394
Have you seen my teapot? I lost my teapot.
>>
>>160186472
how do you separate good stuff and crap?
>>
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Speaking of Unity-chan.

>unity-chan cute artists introducing rana
They know what they are doing, aren't they?
>>
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>>160187761
>that thumbnail
Yep, they definitely know what they're doing.
>>
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>>
>>160187638
If it's free software it's good, if it's not it's crap.
>>
>>160187287
that's exactly it, but getting the actor as a result of the scan for nearby enemies which can't have their render depth altered apparently.
>>
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lmao
>>
>>160188092
Good job, but you still have mixels.
>>
>>160188032
Lots of free software is worse than the proprietary alternative.
>>
>>160188210
Lol, my sweet summer child, you have much to learn.
>>
>>160188194
i dont see any mixels
>>
>>160188035
Because toggling custom depth on an actor doesn't really mean anything.

Depending on what you're doing you'll want to selectively enable it on each component, which you could use a function/interface for.
>>
it should have been simple.
it should have been literally a copy paste of Unity sample.
Yet I can't click o the objects of my games, since the collisions don't match what's on screen.
I hate spending weeks debugging obvious shit.
>>
>>160188335
It's clearly moving at increments that don't match the upscaled sprite.
>>
>caring about stupid shit like cost over functionalities
>he doesn't use a healthy mix of free and paid software as long as they accomplish his goals
this is why you will never make anything
>>
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>>160188267
>>
>>160188438
its much better than ugly low resolution sub pixel movement.
>>
>>160188472
>free software is only about price
God help you if you encounter a bug in proprietary software that prevents you doing what you want.
>>
What's your favorite agdg game?
>>
>>160188472
>too beta to respond to someone
>completely misunderstands the issue
>tries to play it off as "im so superior i dont pick sides"
>>
>>160188592
(you)rs
>>
>>160188472
>paid software
Good goy, good goy. Buy assets and musics too;
>>
>>160188592
Yours, and mine, and that other anon
>>
>>160188592
It's dead
>>
>>160188527
Because you have a sprite for ants. 8x8 is just too small to ever look good in motion at that size. Either it will be choppy or it will lead to mixels.
>>
>>160188472
>using nonfree software in your game

you know you'll never own your game then right?
>>
>>160188686
id rather take the mixels.
as long as your sprite itself doesnt have mixels, only autists will give a shit.

nobody really cares about smooth/unrealistic sub pixel movement.
>>
>>160188592
risk of rain
>>
@160188623
>waah where are my (You)s
lol

>>160188651
>buying the tools is the same as buying the final work
retard
>>
>>160187952
I want to ride him!
>>
>>160188669
What was it?
>>
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>>160188846
>>
$160188832
t. proprietary cuck and proud
>>
REEEEE IF YOU USE UNITY YOU ARE NOT A PROGRAMMER GET OUTT NOWW

GETT OUTT OF MY THREAD REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE

IF YOU CAN'T WRITE A SOFTWARE RENDERER AND ROTATE A 3D MESH IN IT YOU DON'T KNOW SHIT ABOUT VIDEO GAMES
>>
>>160188997
dumb phoneposter
>>
>>160188897
It's not dead. The dev is just keeping her while waiting for full HTC Vive experience to make babies with her. Lucky bastard.
>>
Name ONE(1) enginedev whose game looks good.
Pro-tip: You literally can't
>>
>>160189157
google the witness
>>
>>160189157
john carmack
>>
&160188996
>strawmanning this hard
just give up, retard, i use free software unless there is no alternative like everybody with a brain does.

you are no better than the cucks who downplay free software because they're free. two sides of the same brain damaged coin.
>>
>>160189157
>insert aaa game developer here
>implying you wont backpedal or no true scotsman
>>
>>160189179
>>160189248
They're also professionals, unlike any enginedev here.
>>
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>>160189248
>minecraft
>looking good
>>
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>>160189318
>>160189365
>>
>>160189365
>>160189318
rekt
>>
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>>160189318
>>160189365
>>
>>160189157
Space Dementia.
>>
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>>160189378
Anon...
>>
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What the fuck is a neural network?
>>
>>160189157
>suddenly games are all about graffix and not gameplay
hmmm

it's almost like you're upset an engine dev can impliment literally anything and you're still struggling to figure out how to rotate the camera in unity.
>>
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>>160189378
>old models
get on with the times granpa
>>
I'm a beginner using OpenGL and I have created a rotating cube that has a static-tv like effect on each side. Does anyone know a way to outline the edges so the cube is easier on the eye ?
>>
>>160189667
they showd those models on the last E3
>>
>>160189667
my dickkk
>>
>>160189626
t. enginedev with no game
>>
>>160189667
What mod?
>>
>>160189774
IT'S AN ENGINE NOT A GAME REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
>>
>>160189157
Looks good? Overgrowth
But Overgrowth is also a perfect example of why you shouldn't engine dev to begin with. That game has been in production for like 10 years now and they still don't have an actual game with levels or stories, it's still just building up the engine and game mechanics.
>>
>>160189747
Have you seen the video called "Minecraft Sex"? So hot!!!!!! Omg!!!!
>>
>>160189821
Exactly.
>>
>>160189710
glLineWidth(width);
glBegin(GL_LINES);
glVertex3f(x1,y1,z1);
glVertex3f(x2,y2,z2);
glEnd();

do for each edge, this is hacky code and more for debugging type drawing tho
>>
Say what you want about rotate, but their programming knowledge is pretty damn good to be able to do what they do.
>>
>>160189882
The game is created by providing it with assets.
>>
>>160189853
Cute > hot
>>
>>160189827
I think the lack of direction and, if Lugaru is any indication, terrible, unmaintainable code is also to blame.
https://hg.icculus.org/icculus/lugaru/file/97b303e79826/Source/GameTick.cpp
Enginedev with appropriate use of existing libraries where you don't have the will or time to do things yourself is still pretty productive, not that Wolfire is doing that.
>>
>>160189978
I wish he showed more progress.
I really don''t care about the drama.
>>
>>160189853
There is Minecraft sex video?
Can't wait to watch it tomorrow when I get home from kindergarden. I hope that mom will come pick me up early.
>>
>>160189827
Overgrowth dev looks like he cares more about enginedev than actually making a game.

>>160190017
I'm not sure what the dev was smoking when he put all that shit in a single file, god damn.
>>
>>160190017
he made lugaru when he was like in highschool and it had ragdoll physics better than AAA titles of the time
>>
There's nothing wrong with "enginedev" as long as your goal is to make a specific game and not a generic engine, and if you personally can justify doing things starting from a lower level than e.g. Unity or UE4 enough that you won't give up.
>>
>>160190017
>Both his games are about humanoid rabbits

Is he a furry?
>>
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PROGRESSU!
>>
>>160190256
>>160172731
>>
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>>160187217
thanks man!
>>
>>160190256
When you write your engine for your game, you own it. When you use Unity or UE4 you only have a license to use your game at the behest of the Unity and UE4 owners.

Using a nonfree engine makes you a cuckold.

At any moment they could revoke your right to use their engine for your game leaving you with nothing.
>>
>>160190417
There you go, a strong personal justification that will lend you strength to complete what you have set out to do.
>>
>>160190417
>leaving you with nothing.
So I'd have the same % of a game as the average engine dev? I don't see the difference.
>>
>>160190417
One little licensing / linking mistake in the FLOSS world and you could be legally forced to release your game's source code to everyone that requests it
>>
>>160190481
I think you're just scared to try it.

>>160190520
>i should be able to use your code but nobody should be able to use mine

I license everything under GPLv3, try again cuckold.
>>
>>160190346
What's your point?
>>
>>160190335
Thats awesome, man
When a project looks good at its basics, you know it has potential
>>
>>160190607
>I think you're just scared to try it.
Anon, when did you come out of the closet?
>>
>>160190520
Don't be stupid anon. That's not how those licenses work.
>>
>>160172418
Looks awesome anon, although the amount of detail/realism in the environment so far means it's going to be difficult to create assets that meet that level.
>>
>>160190607
https://en.wikipedia.org/wiki/Generic_you
>>
>>160190520
>GPL is a bad thing
The GPL explicitly makes a distinction between software and data, too. So you could open source the engine code itself and keep everything else proprietary, as long as it's possible to modify the engine, recompile it, and run it with the assets an have it all work.

>inb4 easier to pirate
Only Denuvo at this point can actually do fuck all about piracy and hopefully indie devs aren't so delusional as to think piracy is theft.
>>
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>>160190691
I was never in the engine closet. That's you.

Pic related, you very soon.
>>
Hey guys, where's the PROGRESS?
>>
>>160190849
trump undid it all
>>
>>160190703
Except it is
>>
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>>160190681
Thank you, I still have a long ways to go though. Ended up spending a few hours trying to fix my Animation Controller. I think I might be missing a few states.

Next up is proper level design
>>
Is it feasible to interpolate a module-animated sprite, and if so how do you do it
>>
>>160190956
You're retarded.
>>
>>160178182
Looks like something i played on kongregate in 08
>>
>>160190956
Except it isn't.
This anon lines out how the GPL works for you >>160190754

If you don't believe it you might want to read the actual license itself which you evidently never did.

Also most video game related FOSS is licensed under MIT anyway, so stop being retarded.
>>
>>160190754
>So you could open source the engine code
If I wanted and open source engine I would be using one of the multiple open source engines available, not writting my own
>>
How do you merge animations, eg. Running and Reloading?
>>
>>160191004
A what now?
>>
>>160191081
Games didn't exist in 1980s you retard.
>>
>>160191107
So you're saying I can static link GPL code into my engine and keep it closed source? Because every other resource in the internet states otherwise.
>>
>>160191107
Also you should release everything under GPLv3 anyway. And any assets under CC BY SA
>>
>>160191109
If all you're looking for is open source, go for it.
>>
>>160191127
Can you make the animation of sprites made in spriter look smoother like you can with 3d models (interpolation)
>>
>>160191226
I was heavily implying I don't want an open source engine
>>
>>160191207
>static
Why would you do that?
>>
>>160191207
No. You can dynamically link LGPL code, though.

The point of GPL is to allow the user to modify the software. If the software in question is a library then it needs to be dynamically linked for that to be possible (and it needs to be LGPL since having to conform to a specific API and ABI gives the user less freedom).
>>
>>160177145
>AND IT BLOWS INTO FUCKING MOSQUITOES AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
>>
>>160191396
Give me one (1) reason a proprietary engine is BETTER.
>>
>>160191402
>>160191428
Did you even read my post? If you accidentaly static link a gnu code into your game before distributing your binaries you have to give them access to your source code or you can literally go to jail.
>>
Just use GameMaker lmoa
>>
>>160191537
unity
>>
>>160178182
Reduce the damage on the lightning and make it fire faster and much more often.

Make the rockets explode on impact.
>>
>>160191561
How do you accidentally link to a library?
>>
>>160191537
Being proprietary or not doesnt make something better or worse
An engine is an engine, its quality decided by what the engine does. If you pay for it or not, thats just the business model.
>>
>>160191537
Not being forced to provide access to your engine's source code
>>
>>160191561
Don't do that then. All I said is that there's ways for your game code to stay closed while using GPL software. Using GPL software for the construction of your engine was never the idea here.
>>
>>160191601
Unity would be better if it was OSS, though.

>>160191687
Why is that a bad thing?
>>
>>160191687
>what are non copyleft licenses
>>
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>>160186372
uhh are you casting correctly, I have 0 issues setting custom depth from a widget.

1: direct cast to actor in array
2: cast to actor array within a structure

Theres several ways you can do this, even easier if you do it inside the actor component.

Just have the collision set the boolean, toggle, flipflop, whatever to on and put up custom depth and lack of collision disable it.

But I don't know your set up so, gl.

Even if you learned cpp, you'd probably still get stuck trying to figure out the syntax structure of unreal's API. Most of the people here wouldn't have a clue how to help you and tell you switch to Unity. Then you're back at step 0, learning Unity's API.
>>
>>160191769
>Why is that a bad thing?
Having less options is always a bad thing
>>
>>160191687
I don't know of a popular free software engine that forces this.
>>
>>160191561
>i'll just use this guys code
>wait what other people want to use mine? fuck them
>>
>>160191894
What? What does not sharing your code get you? Open sourcing means modding, bug fixing, etc.
>>
>>160191769
wait, unity isn't OSS? i was using it as a negative example
that thing is buggy as shit and half of the documentation is written by jamal
>>
>>160191287
Of course you can, why in the world wouldn't you?
If you have two key frames interpolate between them, you can do this yourself in any engine.
>>
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I realised that making building that you can't enter are really boring so I remade most of my building blocks
>>
Let's settle this.
Reply to this post with your game name and your engine
>>
>>160192004
Nothing wrong with this if the license allows it.
This is why I stick to MIT/ZLIB code.
>>
>>160192219
the witness
my own
>>
>>160192130
How would it look if you interpolated a pixel art sprite, like one from the SNES for example
>>
>>160191873
I would still have to write a proprietary engine to protect my source code
>>
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>>160192248
>>
>>160192364
Great argument!
>>
>>160192247
Terrible.
Please don't use skeletal animation for pixel art games, it looks cheap and awful.
>>
Remember to pay the copyright office of your government so your assets aren't stolen.
>>
>paranoia over Unity/UE4/<engine> fucking your imaginary game in the ass at some arbitrary point in the future
(lol
>>
>>160192413
I won't, hell that brings me to my next question

Where do I make vector graphics
>>
>>160192401
Yeah becase
>you're wrong, I still have to do it
When the license text is pretty much
>do whatever the fuck you want but give credit
Is such a great one too.
>>
>>160192226
>slavery is ok when i do it
>>
>>160192418
Original assets Donut steel!!! Proprietary stick figures!!!!
>>
>>160192517
Flash is what people usually use for this.
There's also Inkscape.
>>
>>160192219
no title yet
my own
>>
>>160192630
Does GIMP support it
>>
>>160192549
>non freedom things I don't need to download are literally slavery
You don't have to download proprietary games.
>>
>>160192668
>>160192237
Great survey everyone! According to this data, 100% of gamedevs are enginedev!
>>
>>160192219
hangman
ms paint
>>
>>160192531
Are you retarded? A engine released with that license is not proprietary
>>
>>160190712
None of the graphics are final, the ground textures are just some placeholders I'm using from another prototype I made with a friend a while back.

I'm also most likely going to scrap this whole iteration at some point and using it as an inspiration to build a more tighter controlling movement so that you can actually build interesting levels without needing ginormous amounts of space just for basic movement. The area in the webm is 10240x5120 pixels in size.
>>
>>160192672
Doubt it unless they added it recently, gimp is for raster art.
>>
>>160192808
That's the whole point you fucking moron. You can use an open source engine to make a closed source game.
>>
>>160192672
GIMP doesn't support much of anything, it's worse than MS Paint
>>
>>160192219
nothing
my own
>>
>>160192913
If you can make closed source things with it then it isn't open source, that's the whole point of open source
>>
>>160193057
You're an idiot. Lots of open source licenses allow you to use the code in proprietary products as long as you e.g. provide attribution. Even the GPL doesn't affect, for example, art assets or scripts that are interpreted by the engine.
>>
Is this shit still timing out?
>>
>>160192913
Then the game's source code will be closed, but not the engine. Do you even know what is being discussed?
>Give me one (1) reason a proprietary engine is BETTER.
This is about protecting the engine's source code. A proprietary engine is necessary for this. Keeping the code private is agains the very definition of an open source software.
>>
>>160193162
But you still have to send them your source code and give them copyright of what you make
>>
>>160193162
This isn't about what you can use the engine to make you stupid this is about the engine itself
>>
>>160193250
You have to release the engine source code under the GPL if you use GPL code in it, yes. You don't give anyone copyright, though, it's still your damn code according to the law.

>>160193341
I'm just saying you don't understand what open source means.
>>
>>160193423
>I'm just saying you don't understand what open source means.
It means you have to provide access to your code. It's the fucking definition of open source.
>>
>>160193567
Open source in general has nothing to do with what the user of your code has to do. You are the user in this scenario. If the library is MIT or ZLIB or something, it is open source but you don't have to make your derivative work open source in turn.

You're thinking of copyleft.
>>
>>160192012
Privacy, actual control over who gets to see your code among other things.
And for modding and bug fixing to happen you'd have to not only allow other people to review your code but allow them to modify it (and in practice redistribute the changes) which would give them power to diverge from your view of how the engine should be
>>
>>160193742
>Privacy, actual control over who gets to see your code among other things.
For what purpose?

>And for modding and bug fixing to happen you'd have to not only allow other people to review your code but allow them to modify it (and in practice redistribute the changes) which would give them power to diverge from your view of how the engine should be
Who gives a fuck?
>>
>>160193742
Why so protective lmao
>>
>>160193742
There's is no negatives with that unless you're some kind of control freak. License you engine as GPLv3 and then any derivative must be GPLv3 too and so if they make changes to the engine that are better than yours, you are allowed to see the changes and take them too.
>>
>licence GPL
>nobody buys game because they can get it for free
>broke dev kills himself
Lmoa
>>
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update on Totally Not Warhammer Fantasy

this webm shows orcs charging humans.

first: both pass morale check
second: orcs fail, humans pass
third: both fail

done: moving, attacking, shooting, charging, routing, unit system, weapon system, equipment system

todo: networking, magic system, special terrain/walls, polish for demo
>>
>>160156038
If you cant memorize a single password you deserve to lose your shit
>>
>>160193964
>license proprietary
>nobody buys the game because they can get it for free
>broke dev kills himself
Lmoa
>>
>>160193742
It's because of idiots like you that modding is usually a nightmare.
>>
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>>160194091
>>160193964
>License anything
>nobody plays the game because AGDG doesn't finish anything
>>
>>160188528
Unless the developer has abandoned support for their software, you can just report it. And if you want to fix the bug yourself, the software to be open source, not just free.

Also this is anecdotal, but I've ran into bugs far more frequently in things that are touched by 2,000 different niggers.
>>
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>>160194209
>license proprietary
>pay fee to get engine
>never finish game so no profit to pay off money spent
>engine owner laughs all the way to bank
>>
>>160194209
I'm gonna finish my game!
>>
>>160193683
You have been wrong for the past 5 posts and you still can't see it. I DON'T WANT TO RELEASE MY ENGINE'S SOURCE CODE
This isn't about library licensing. This is about my engine. Can't you understand? If I make it open source I HAVE TO MAKE THE SOURCE AVAILABLE. It's the only way by definition. God you're so fucking stupid it hurts.
>>
>the 2nd highest selling game of all time is effectively open source, which is responsible for the modding scene that mostly keeps it alive
really makes you think
>>
>>160194303
things touched my more people are typically more complex and thus usually have more bugs.
>>
>>160194395
Why?
>>
>>160194395
You've completely changed your argument because you know you lost.
>>
>>160194402
What game
>>
>>160194513
For these reasons, among others
>>160193742
>>
>>160194402
...Tetris???
>>
>>160193742
>>160194395
don't listen to them anon, they just want to steal your engine and sell it themselves
>>
>>160194567
What do you have to say to >>160193824?
>>
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>It's a bunch of nodevs argue legal semantics without professional training about engine's they don't even use episode.
>>
>>160194567
oh my sweet summer child, you've just got a case of code shyness, nobodies going to think less of you for using globals and multiple inheritance.
>>
>>160194614
https://en.wikipedia.org/wiki/Argument_from_authority
https://en.wikipedia.org/wiki/Ad_hominem
>>
>>160194649
>tfw use globals out the ass
>>
>>160194739
You're only hurting yourself.
>>
>>160194739
The only person you're hurting is yourself
>>
QUICK FELLOW ENGINEDEVS

POST YOUR SUPERIOR GAMES TO PROVE YOU'RE NOT WASTING YOUR TIME!
>>
>>160194402
>open source, modded """"game""""
if you want people to do anything they want, just give them an engine
>>
>>160194649
not using globals is just for idiot proofing

if you're the only dev why are you idiot proofing against yourself anon?
>>
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>After 2 and half years of tutorials, online courses and shovelware making, I'm starting my first real project tomorrow

I'm scared
>>
>>160194906
No because I don't want anyone to know I'm involved in a shitpost discussion thus ruining my dev reputation
>>
>>160194957
Good luck, anon.
>>
>>160194954
>lol good design is just for losers in teams
>im such a rebel i'll write this code badly because i'm a lonewolf
>>
>>160194520
No I didn't you fucking moron. You're the one that got the discussion wrong from the beginning and kept spouting the same bullshit. Read the original post:

>>160191396
>I was heavily implying I don't want an open source engine
Because I don't want to release my engine's source code

>>160191537
>Give me one (1) reason a proprietary engine is BETTER.
>>160191687
>Not being forced to provide access to your engine's source code

Do you understand? This isn't about the licensing of the code underneath this is about the licensing of my engine.
>>
>>160194957
Get in there, man
Gamedev is one thing you can only learn with experience. Go for it and dont give up.
>>
>>160195047
Y-Yeah, s.same here. I t-t-totally have a super good game, b-but I'm not posting it! I-I don't want to ruin my r-reputation, you know?
>>
>>160195047
this, mine is part of my portfolio, can't have it showing up here
>>
>>160194710
Are you fucking retarded? Argument from authority is exactly that you have to establish your credentials before giving evidence outside your area of expertise.
>>
>>160194954
I mean, if you're a savant that can keep every piece of the code in your head all the time then go for it. Also, you'll have to imagine them getting passed around anyways if you want to keep everything nice and thread safe without sacrificing any performance. And good luck hinting to the compiler when a global isn't aliased so it can do its optimizations there.
>>
>>160194957
holy shit, literally me
>>
>>160195136
backpedalling hard i see
>>
>>160195136
That's circular logic. You are irrationally against releasing your code for some reason. That's fine if you personally don't want to do it (missing out on the benefits, of course), but it's not an argument.

>>160195184
Screeching at this post, lad. I'm actually in tears.
>>
>>160194649
Whats the problem with globals?
I have a few that I made out of laziness, but I didnt know they were a bad practice.
>>
>>160195301
I'd be in tears too if I was fucking clinically retarded like you.
>>
>>160195290
How am I back pedalling?

>>160195301
It's not irrational I already provided the reasons I don't want to release my source code, which by the way are beside the point.
>>
>>160195363
oh boy we got us one of them "self taught" programmers here
>>
>>160195063
>>160195145
Thank you guys. I will post my progress here to get yelled at.

>>160195210
We will make it.
>>
>>160195363
//Sets x_temp to true based on whether X is true
if(x == true)
x_temp = true;
else if(y == true)
y_temp = true;
>>
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Ahahahahah
>>
>>160195610
>People who will never make it
>10 (16.1%)
>>
>>160195610
What's so funny?
>>
>>160195363
return (bool)(is_true(x) == true);
>>
>>160195363
They make it hard to understand code. They make it hard to refactor code. They make it hard to generalize code so that you can have fewer or more than one thing. They're not thread safe. They inhibit optimization.

>>160195367
It's a logical fallacy, you moron. A reasonable argument isn't any less valid because of the position of the person who made it. You don't have to be a lawyer to understand software licensing and basic copyright law.
>>
>>160194204
Be encouraged to make your own engine instead of modding a existing one.
>>
>>160195610
fox n grapes
>>
>>160195723
You are quite literally clinically retarded. Argument by authority is this fallacy: John is a doctor, therefore everything he says carries more weight than Bill who is a homeless person.

Everyone ALWAYS has to establish their credentials which discussing a topic. ALWAYS. A non legally trained person has ZERO business discussing a topic as complex as the law.

Stay fucking retarded though.

>Authorities must prove their contentions like everybody else.
>>
>>160195723
But in my case I have a Game Controller that keeps some static bools that a multitude of other game objects use, some only need these bools. Rather than making a reference to the game controller in every fucking game object, I thought it would be easier to just have a global. Only the game controller modifies it and the rest just read it.
I really dont see the problem with that. Its better performance wise since I wont have to do a trillion GameObject.Find and GetComponent to every enemy that is instantiated/destroyed

I suppose you could say my code is bad if I need to do that, but hey, it werks, so Ill keep them
>>
>>160195610
How do you even start making your own engine?
>>
>>160196135
just start
>>
>>160196135
With main() and a lot of research.
>>
>>160196135
Word of wisdom: Don't.

But if you're going to do it anyway, start by making a game, and later if you modify it to be a different game, then you can relabel it as an "engine." Don't set out with the intent to make an engine first and a game later.
>>
>>160196128
Threadly reminder that Undertale is a successful fun despite having a 600+ switch case.

Enginedevs and optimizationdevs are just nodevs in this thread.
>>
>>160196181
And end in 2021 with a buggy crashfest of wasted time.
>>
>>160196280
Wrong
>>
>>160196324
Hey but at least it's your buggy crashfest of wasted time, (because you're a shit programmer).
>>
>>160175338
the new Final Fantasy pokemon ripoff literally does this.
>>
>>160196349
It is possible to start by Making An Engine, but this is a bad idea and you shouldn't do it.
>>
>>160196128
Instead of storing a reference to the controller in each object that needs it, you would pass the input state when calling the object's update method or something.

>Unity
To be fair, Unity is one of those special cases where it doesn't afford the user enough flexibility to not use globals. For example, I don't think there's any way to do the passing thing without circumventing a lot of Unity's built-in systems. But you should still try to minimize global mutable state whenever possible. It's good that you are mostly reading and not writing.

>>160196310
Why are you people so eager to normalize writing shit code?
>despite
Exactly. Poor code directly leads to less progress because you have to work around yourself, constantly refactor, etc. Good code means more just like making game.

>>160196349
Hello false flagger/enginedev elitist faggot that doesn't actually do anything.
>>
>>160196310
I just switched over from yields/coroutines to using switch cases, last night. Whenever I want the game script to "pause" as its yielding, I create a timer object, put it in a list for the calling object, and end the case. When the timer goes off, all the objects will hear it, and look through their timer lists to see if its one they care about, and if it is, they pass the timer object to their BigAssSwitchStatement() function, and which case gets executed depends on what string was saved in the timer.
>>
Where's the recap?
>>
>>160196605

recap guy died again, there wasnt one last weak
>>
I think I will finish. It's all pretty much planned out. Won't be anymore major features. Just lot of asset making.
>>
>>160196585
I really hope this is a joke.
>>
>>160196687
>Just lot of asset making.
Too bad this is like 90% of the workfor most type of games.
>>
>>160196135
First you get image to draw
Then you get a map to draw
Then you get an animation to draw
Then you program input
Then you program sound
Pretty soon you have engine
It's very easy

>>160196310
Just curious, how in the fuck is it possible to write a 600+ switch case? What the hell did he do to accomplish that?
>>
>>160196561
>Poor code snip snip
My point is that you're wasting everyone's time with your pointless [good code] talk in here.
My other point is that it has been proven numerous times in this general that the anons finishing their games are not the [good code] shitposters.

So let them finish their game while you stay a nogamedev with your [good code].
>>
>>160196741
my assets aren't that good. maybe 40%. about 25% done.
>>
>>160196834
>What the hell did he do to accomplish that?
Write a 600+ case switch.
Probably just started with a short one, and then just kept adding on to it instead of splitting it up.
>>
>>160196741
Just make quick shitty ones and call them an artstyle.
>>
>>160196887
One wastes their own time when they write shit code that has to be maintained for months or even years. Shit code is only fine when you are prototyping (i.e. throwing it all away within days or weeks) or if you are making a jam game or some mobile shovelware or something.

After a little bit of practice, it's not even much effort to write good code.
>>
>>160197025
>One wastes their own time when they write shit code
but still finishes their game. You see my point?
>>
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Disclaimer: I didn't use references for the walk cycle so it's probably wrong.
>>
>>160197152
Why would writing good code lead one to not finish a game?
>>
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>>160196730
Why would a person go on the internet and tell lies?
>>
>>160197152
You can finish your game without shit code and while spending less time in the long run since you don't need to debug your spaghetti.
>>
>>160197205
Because you wasted time and effort making your code "good" instead of just making your game.
>>
>>160196834
>draw the rest of the owl
Doing only those will get you an "engine" where every project is hell to maintain because everything is done in code
You absolutely need editors unless you're a masochist

>600+ switch case
If you're spawning shit over time without using coroutines there's a good chance you'll end up with that
switch(frame)
case 60
case 120
etc.
>>
>>160175338
this has been a major point of Breath of Fire 1, 2, 3 since Super Nintendo.
>>
>>160197256
This argument makes no sense.
>>
reminder that if you use syntax highlighting or linting you're not a real game programmer and should go back to redd!t
>>
>>160197205
You tell me. All I know is that the ones finishing their games in this general are not the ones trying hard with their good code.

Look, argue all you want but it won't change the fact.
> ror has shit code
> undertale has shit code
> memedora has shit code
I can go on.
>>
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Am I an engine dev now that I use LWJGL? I dont even like playing games, i just want to program.
>>
>>160197025
I understand the importance of good code, but I also understand the importance of convenience.
Im not going to bend over backwards to solve a problem I can so easily solve with a global. A major part of coding is problem solving, and going so many extra miles just to not have a global because /agdg/ says Im a retard for doing so is not going to cut it.
>>
>>160197245
You do realize that coroutines do that all very elegantly? You just regressed big time.

>>160197256
Writing good code doesn't take time and effort. Hint: object-oriented design pattern BeanFactorySingletonFactoryAbominations are not good code.
>>
>>160197202
seems a bit bipedal
just make the torso parallel to the ground and it would be 90% better

that's just a keyframe or two rite

https://youtu.be/YMmgnpcaKyM
>>
>>160197379
Welcome to the club
>>
>>160191881
this is not a soluton because then it's just switchign the depth of any enemy I'm colliding with, I need it to be one and only one, so if I'm colliding with 4 enemies, only one is custom depth
and yes, I was casting just fine.
>>
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>>160197481
thank you
>>
Good riddance to this embarrassing shitpost of a thread.
>>
>>160197431
Can you show any finished games you have made?
>>
>>160197431
I was using coroutines, but I couldnt figure out how to save their state into a JSON object.
>>
>>160197379
Ask yourself: why do you care? If the reason is because it makes you special or more respected, here's a hint: it doesn't
>>
>>160197369
That's not an argument against writing good code.

>>160197385
>just to not have a global because /agdg/ says Im a retard for doing so is not going to cut it.
>They make it hard to understand code. They make it hard to refactor code. They make it hard to generalize code so that you can have fewer or more than one thing. They're not thread safe. They inhibit optimization.

>>160197245
>>160197431
Also, I understand that Unity coroutines are not really coroutines so you may be running into a limitation there. But you should still use callbacks (a.k.a. Observer) so the timers perform the action directly instead of having to go through the object again.

>>160197575
I have finished games but I don't feel like bringing my identity into this.

>>160197589
Ah yeah, I was thinking it was a problem with Unity's coroutines specifically. Too bad. Still, see my point above about the dependency inversion.
>>
>>160197682
salty unity skiddie detected
>>
>>160197682
Im a programmer, not a click and drag """"""dev"""""
>>
>>160197539
engine choice (read: anti unity) shitposting is a well known thing around here
see:
>>160197753
>>160197798

just hide and move on
>>
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>>160197953
>Unity devs
>devs
>>
>>160197741
See, your argument is has nothing to do with performance or something technical. Youre assuming Im stupid and wont understand my own code.
I understand pretty well what Im doing, so if the only argument is "you might fuck it up" then I shouldnt even be coding in the first place.
Like I said before, it works, and its performing as well as it could be. I wont make everything global of couse, in fact I think I already covered all my needs for it, but considering how much more time Ill have to use to find a solution that doesnt them, I just cant take you for your word that they are bad.
>>
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>>160197953
>Unity devs
>>
>>160197202
the animation and blockyness I can accept, but the proportions are way off. Thicker, longer tail, or cut the neck and pull back head
>>
>>160197953
>devs
>>
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>>160197953
>unity """devs"""
>>
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>>160197953
>Unity devs
>>
>>160198051
>>160198083
>>160198207
>>160198261
Back to bed, Heathcliff.
>>
>>160198062
>See, your argument is has nothing to do with performance or something technical.
>They make it hard to refactor code. They make it hard to generalize code so that you can have fewer or more than one thing. They're not thread safe. They inhibit optimization.
That's 4/5 points that are technical.

>Youre assuming Im stupid and wont understand my own code.
If you can fully understand a piece of code involving global mutable state after not touching it for months, more power to you.
>>
>>160197953
>unity "devs"
>>
>>160198062
I agree with neither of you, but I just want to say that it's not a question of "will you fuck it up" but rather "when will you fuck it up and what will you be able to do about it". No code is perfect and game code is especially not perfect
>>
i don't use unity assets
>>
>>160197741
Having a different function called for each timer would work, but I'm autismo I don't want the code spread out over multiple functions, because what its trying to simulate is just one main() function. Plus I can use gotos to jump between cases. I'm not saying its good code, but challenges are fun to solve.
>>
>>160198485
>but I'm autismo I don't want the code spread out over multiple functions
It doesn't have to be. The objects can register themselves with the timers.
>>
>>160198320
There's no game in existence that doesn't have the problem of global mutable state. OpenGL is literally a giant state machine, and you can't simulate a world very effectively without a way for each entity to interact with other arbitrary entities
>>
With rotate around the next thread is going to be shit too. Might as well just come tomorrow.
>>
>>160198372
>>160198320
Well, it did not change my mind. None of the supposed issues are performance related, they wont make my game inherently behave worst, the only issues with it are on the side of the programmer, and I trust myself to mess it up.
Now enough of this discussion, back to dev
>>
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>>160189378

>minecraft chick
>some dumb bitch who didn't even know how to MOVE in minecraft in the beginning was hired as director of fun and went on stage at E3 because she had a pussy

What a pathetic industry.
>>
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>>160197497
My bad, looked like a bad cast since your image shows you couldn't pull whatever wire into the custom depth node.

Why not uhh write/wire something up that identifies the actor you are currently targeting within the array.

Then you can do something similar to this image in the actor.

There's just too many ways to do things, depending on how efficient/inefficient your game's foundation is, so you just, make stuff up that works for you.

Hopefully you got a good foundation set up. My examples probably only work with the way I set things up, but the concept is there.
>>
>>160198697
>OpenGL is literally a giant state machine
That's the worst part about OpenGL. Lots of recent developments in OpenGL have been about reducing that (AZDO, DSA) or at least hiding it behind a draw call system so that the API used throughout most of the code base doesn't behave like that.

>you can't simulate a world very effectively without a way for each entity to interact with other arbitrary entities
For an entity to interact with another entity in general you just need some code at a higher level than both. If you're not unnecessarily using OOP, this isn't a problem. This is essentially how good ECS works - components are data at one level and behaviour is code at the next level up (systems can operate on multiple components at once). Granted, unless you're an enginedev you probably don't have the ability to do this, which is a shame.

>>160198769
>None of the supposed issues are performance related, they wont make my game inherently behave worst
>They're not thread safe. They inhibit optimization.
Technically you could work around this but it would be more effort to bring globals back up to the level of passing it around than to just pass it around in the first place.
>>
>>160198601
What I mean is, if Im simulating a Winzip, its main() would have a part that reads a .zip file from disk, chugs for a bit while it processes it, then prints out the decompressed data. I don't see how I could use the observer pattern without splitting off the "print the decompressed data" into a different function that gets called when the timer that simulates the processing goes off.

I realize I'm going full retard with this, Im not sure why
>>
>>160194607
https://en.wikipedia.org/wiki/Privacy
I give a fuck. I don't want others messing with my work.
>>
>>160199126
I suppose it would technically be split into its own callback or at least a method but it could be kept together with the rest of the object.
>>
>>160193824
>>160199135
>>
>>160199257
Not that guy but why does anyone need to share their code in the first place?
>>
>>160199335
so that people can supposedly unfuck your own mistakes
at that point i would just use someone else's engine desu
>>
>>160199086
The recent command API stuff, like you said, hides the mutable state instead of removing it. You still have the same problems, you can just pretend they don't exist now :p

ECS doesn't solve the problem of global mutable state, at all. Inevitably, you'll need a a lot of mutable entities with access to pretty much every other mutable entitity.
>>
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Gonna make the Rabbit Reaper appear once the clock runs out
that way boku doesn't die anymore instantly when the clock hits 0
and he has somewhat of a chance to roll away in time.

(He has 4 dead bokubes on his chains I wonder if I can still get an E rating?)
>>
>>160199335
You don't need to if your code is proprietary
https://en.wikipedia.org/wiki/Proprietary_software#Exclusive_rights
>The owner can restrict use, inspection of source code, modification of source code, and redistribution.
You would have to "share" your code if it was opens source.
This is one of the advantages of having a proprietary engine.
>>
I'm pretty sure Rotate doesn't come here anymore guys
These shitposters are different people
>>
>>160199751
>You still have the same problems, you can just pretend they don't exist now :p
No, you don't. Putting it behind a stateless API gets rid of the problems. Pretty much the entire computer is global mutable state but segregated a hundredfold by the OS and various libraries.

>ECS doesn't solve the problem of global mutable state, at all. Inevitably, you'll need a a lot of mutable entities with access to pretty much every other mutable entitity.
Why?
>>
>>160199042
because that's a check, a hardcoded if 1 =1
say I have....100 enemies, in a levl
I would then have to have a check for every single one of them.
I'm trying to work out how to avoid such a circumstance

What I'm looking to do, is have a way of doing the following
>if player collision = true then add to array of targettable enemies
without hardcoding branches for every enemy int he level
>>
>>160199956
ECS just means you're using composition instead of inheritance, you still have the problem that your entities are all part of a giant graph of objects.
>>
>>160200081
I said that ECS organized such that data and behaviour are separated doesn't need "entities are all part of a giant graph of objects" to happen. Encapsulated entities aren't storing references and calling methods on each other all over the place, you're just calling code that operates on multiple entities at once.
>>
>>160200886
>>160200886
>>160200886
>>
>>160186828
I love you
>>
>>160194957
Why don't you just like make game
>>
>>160196685
There was >>159832087
>>
>>160189591

Horseshit mostly
Thread posts: 810
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