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/agdg/ - ammosaurus gasosaurus dilophosaurus gargoyleosaurus

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Thread replies: 784
Thread images: 162

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DINO JAM IS ON
itch.io/jam/agdg-dinosaur-jam

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

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

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

> Previous Demo Days
pastebin.com/i0W2tVRS

> Previous Jams
pastebin.com/qRHNpCbZ

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

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

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
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>tfw two intelligent to use unity or gamemaker
>>
>>160499952
>> Engines
>GameMaker: yoyogames.com/gamemaker
>Godot: godotengine.org
>Haxe: haxeflixel.com
>LÖVE: love2d.org
>UE4: unrealengine.com
>Unity: unity3d.com
Delete these
>>
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>>160499952
>proprietary software in the OP
>>
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SAY UNITY AGAIN I DARE YOU
>>
>>160500248
unity
>>
>>160500248

Unreal
>>
>>160500248
U_godot
>>
HEY, WHAT'S THE NAME OF THAT DE THAT COMES DEFAULT IN UBUNTU?
>>
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>>160500265
>>160500285
>>160500314
>>160500370
REEEEE FUCKING GETT OUTTT DRAG AND DROPPERS
>>
>>160500457
engine dev is for suckers
>>
what do you call a gay t.rex?

a tyranno-sore-ass.

get it?

because he was buttfucked in the ass
>>
>>160500520
as opposed to getting buttfucked in the mouth?
>>
>>160500095
>>160500103
>>160500178
>>160500248
>>160500265
>>160500285
>>160500314
>>160500370
>>160500457
>>160500490
>>160500520
Goddamn shitposters, way to ruin a thread. Meanwhile, you shitposters are not making game, I have been learning a lot making Unity Editor extensions; made a Sequence Editor for cutscenes in my game, used RainTheory's RainAI for BT functionality, made a Event editor that works well with my Quest Editor, quests become available when certain events are fired in the world.

I'm making an RPG, name of the game, Generic RPG.
>>
>>160500680
neeerrrrd
>>
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>>160500680
>I have been learning a lot making Unity Editor extensions
>>
>>160500680
>BT functionality,
What's that?
>>
>>160500680
Post it?
>>
>>160500671
I buttfuck all over. btw my four year old say this all the time I just repeat it.
>>
>>160500713
Is that suppose to be an insult?
>>160500750
[Insert massive keks here]
>>160500753
Behaviour Trees
>>160500761
On phone and out and about, posting it later.
>>
>>160500824
Typical normie phoneposter with no game
>>
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>>160500680
>I have been learning a lot making Unity Editor extensions;
>>
>>160500913
Nice argument you got there.
>>
>>160500971
Unity has limitations, so to make it better suit my game's needs, I made some extensions to make a proper game.
>>
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>>160501062
>typical unity user at his computer
>>
>>160501098
Not that guy but what's the problem?
>>
>>160501098
All you unity haters are trying a little to hard at this point.
>>
>>160501140
He's shitposting, ignore him.
>>
>>160500971
Oh right; don't forget the fact, the inspector doesn't how to deal with interfaces.
>>
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>29 posts
>only 1 isn't cancer
>the 1 is still pretty dumb though
this might be a record, even for you guys
>>
>>160501395
>posts a meta shitpost complaining about other shitposts
i bet you use unity
>>
>>160500248
Ureafag
>>
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I'm trying to set up a multiple save files system in GM, the way I've currently set it up is as such:
I have several buttons, when I click on any, it creates a corresponding save object in the next room and then checks whether the proper save.ini file exists, if it does, it reads from it, if not it just takes the default values and goes to the next room.
The save object that is created in the other room saves all relevant data when escape is pressed into the corresponding ini file and then destroys itself.
Now in theory what it should do is, when I click on any button, it should load up the correct save.ini that is assigned to it, however it doesn't seem to do so, it loads up the values for only the first button I click on and seems to assign the values to the other buttons as well and after 2 or so button clicks it just loads default values.
I've attached the code I'm using, all 3 buttons and saveobjects use the same code, with different .ini files.
Maybe someone has some ideas on this, or an idea on how this could be accomplished better.
>>
>>160501395
>only 1 isn't cancer
Where is it? I don't see it.
>>
>>160501395
>mfw I only see 6 posts
>I love 4chanX

>>160501645
>different .ini files
Wouldn't it be better, or at least more secure to have everything saved into the same ini? Having various inis seems like overkill to me. You could even save everything to the same encrypted string and then decrypt and split it in game to get the data. If you want to be it more secure you can insert random garbage here and there in the string too.
>>
>>160501863
Hadn't considered putting things into one ini.
That's a nice idea, but doesn't solve my current problem.
>>
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Just made a demo for my game.

Windows: http://ektomarch.com/BangaiWinNov2016.zip
Mac: http://ektomarch.com/BangaiNov182016.zip

L+R click does the super attack show in the webm. Everything else should be fairly self-explanatory.
>>
Honest question: What's wrong with Unity?
>>
>>160502340
Is popular and easy to use, and the assets store has a big amount of things you can pay for if you don't have the talent to make them so you'll have a lot of shovelware made with very little effort by very unexperienced people. That kills the reputation of Unity users.
Same thing with shitty Mario clones using Game Maker.

tl;dr nothing
>>
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does this look obnoxious
>>
>>160502689
I hate it when I have to squint
>>
>>160502769
you on your phone?
>>
>>160502327
Looks familiar.
>>
>>160502689
I have mixed feelings. The shadows of the environment are just too detailed compared to the pixel person.
>>
>>160502992
the guys mostly a placeholder rn
mostly looking for comments on the lighting
is it too much?
>>
>>160503082
Oh, is that so?

I find the lighting and the shadows pretty good, but maybe the lit area is too big. I mean it's almost the same size as the room, but I guess your original intention was to lit the place around the character.
>>
>>160502689
how about an image without ridiculous banding?
>>
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>>160503419
>>
>>160502340
It doesn't have near the quality control and polish that it used to have. You can tell Epic is making them feel the heat
>>
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since noone else is posting progress
>>
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still need some cleaning up but alt costumes
>>
>>160503903
that face is just a mess
>>
>>160503929
How so? Just noticed I also fucked up the hands, Idk what the fuck i was doing there.
>>
If you don't care for engine shitposting, join agdg discord
https://discord.gg/e2gHj
>>
>>160504085
Why is it called agdg discord if the people there don't post in agdg?
>>
>>160504021
is she looking in the opposite direction of where her body is facing?
>>
>>160504160
why is this thread called agdg if 90% the people are shitposting instead of posting their games
>>
>>160504168
Seems to be a standard anime battle pose
>>
>>160503903
I thought that piece of hair to the left was her left eye
>>
>>160504207
You didn't answer my question.
>>
>>160504262
do you even have a game to show us?
>>
>>160504324
You still haven't answered my question.
>>
>>160504168
>>160504249
Thanks! I'll try and make it look less awkward I suppose.
>>
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>>160504085
>proprietary software that requires an account
yeah, no
>>
>>160504160
there are people in there who post their games here and people who don't
people who go to all those discords and other chats that originate on 4chan very often end up just stopping going to 4chan, but sticking around to the chats, which tend to keep their name because no-one bothers to change it
>>
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got the gizmos to work correctly if the character is not at 0,0 also if they're scaleX is inverted
>>
>>160504863
SDT version when?
>>
>>160503903
I like it.
>>
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>>
>>160504905
that's what I'm going for, but allowing the players to animate and share
>>
>>160505087
my dick can hardly wait
>>
>>160500248
UConstruct 2
>>
>>160505485
My nig
>>
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shitty-nintendo-clone-dev here
working on an enemy_targetting system still
decided to break off each individual mechanic into seperate programs for testings sake.
>>
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fucking blender! reeeeeeee
did a load of texture painting last night and assumed blender would save my images....
of course it fucking doesn't, so i lost everything
fucking hell
>>
Trap dev here, that makes three full days I was supposed to have finished the magic system of my game, and I just can't because of how I develloped.
Is it bad if I start my game again?
It's the second game I ever try to make so I'm not sure...
>>
>>160506323
It literally doesn't matter how many times you do anything. We all die.

Just do what you want to.
>>
>>160505082
>pixelart
>high resolution effects
disgusting
>>
>>160505082
Wow, yes, it is indeed very juicy.
>>
>>160506514
bullshit
>>
>>160506086
Did you read the manual?
>>
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Is Godot a legitimate engine to make games with, or is it just a meme project for hobbyists?
>>
>>160506765
Godot is excellent. Especially if you're making 2d stuff.
>>
>>160506765
people who use it praise it as god's second coming on earth, but there is no actual game out of it
>>
>>160506956
I've shipped games to the app store with it.

No I wont post them here.
>>
>>160507024
nodev
>>
>>160506956
You have to take praising like that with a grain of salt, because the open source community often likes to do that.
>>
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How do you guys feel about switching from the right asset to the left asset
>>
>>160507691
Anything is probably better than the Madness Combat/Zero Punctuation look, but the asset on the left isn't great either. I don't like the white outline, and it needs finer details (which you're probably aware of and simply haven't gotten to yet, admittedly).

It's a start.
>>
>>160507876
Nah I didn't make it, an artist who like my project did.

He's extremely good (you've almost sure either played or heard of a game he worked on) and this is the first thing he sent. But I feel it may be too toony,
>>
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Does anybody have a somewhat finished 2D platformer project made in unity that I could take credit for creating so that I wouldn't need to create it myself? I want to work on my own game, not some shitty platformer assignment.
>>
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these qt japanese high school girls have already finished a game, why haven't you aggydaggy?
>>
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>>160508891
>asians
>cute

zoz
>>
>unity
>>
>>160508891
>not japanese
>not cute
>not girl
>>
>>160509056
>emoji's on 4chan

yet he banned f.am and t.bh yet lets other meme shit get through

2 bombs weren't enough
>>
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>>
>>160508795
do your own goddamn homework.
>>
Noob here.

if i have two directional vector3's in unity how do I find angle between them.

I know this is the central angle of a circle, but for some reason my calculation is off
>>
>>160508146
Its proportions are a bit exaggerated for my tastes, yes. Something more in line with the proportions of the placeholder character would be better, I'd think.
>>
>>160510016
Thanks I think so too, I'll send it to him and see what he says.

Check here:

http://answers.unity3d.com/questions/317648/angle-between-two-vectors.html
>>
>http://answers.unity3d.com/questions/317648/angle-between-two-vectors.html

is meant for

>>160509958
>>
https://hexundev.tumblr.com/post/152836339493/new-code-design-since-im-going-for-a-scripting

what's the point off this?

is he planning on releasing those editors online?
>>
>>160510519
>directx 9
what a waste of time
>>
>>160509958
Vector3.Angle
>>
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Since you're not going out like a normie tonight, what are you working on this weekend?
>>
>>160511983
Practice art
>>
>>160511983
I will look at instagram updates of my ex-coworkers
>>
when in doubt just use screen shake
>>
>>160512492
What is involved in cow orking?
>>
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>>160511983
Eat, masturbate, watch tv series, actually dev for 30 minutes tops, masturbate, browse internet
>>
So how do capes/hair/boob physics work? What do I have to do in blender and my game to make them happen?
>>
>>160512779
Add bones
>>
>>160512848
But how are they animated to move dynamically?
>>
>>160512890
add physics to bones dummy
>>
>>160512890
Depends on the engine.
You can use Apex/PhysX, UE4 has physics-based animation which you could probably use.
>>
>>160506014
fyi, (though it might not be the kind of effect you're going for) you can use a decal component to project materials onto the world/other meshes if you're trying to do a targeting circle on the ground style effect
>>
>>160513023
>>160513049
interesting, i'll have to look into this
>>
thanks for the help earlier i ended up (partially) solving my issue

last question.

How do I tell if angle is "negative"

So I'm using Vector2.Angle, however that only gives me the absolute angle difference, I need to know if I should be positive when i'm moving my mouse right, and negative i'm going left. respective of player position
>>
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All of the spells in my game are serialized as JSON and since I wanted their damage to be influenced by player stats such as level or int I figured that I'd write a math expression parser.
It was a fun exercise aside from one bug where I used the plus sign for a minus operator by accident.
Now all I have to do is plug it with my spell system and I'll be able to tweak the damage on the fly, should help when I get to making the actual spells.
>>
>>160511983
Noise / terrain generating
>>
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>>160511983
I settled on a loosely western setting so I'll be modeling stuff
>>
>>160513079
I appreciate the comment
but this was all 100% placeholder
I'm actually going to go for either
an arrow above the targetted enemy, which bobs up and down gently
or
a tint aroun the enemy, either red or black
>>
>>160513854
Awesome, this goes right into my 'things I like' folder
>>
>>160514048
>an arrow above the targetted enemy, which bobs up and down gently
I suggest you study games like DMC, NG, Bayonetta, MGR, and so forth, in order to find something a bit better than "arrow that points at target enemy". The tint mite b cool though.
>>
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>>160514141
thanks! I hope it'll be a while before I inevitably quit
>>
>>160513854
That's some nice animation.
>>
>>160514141
this is such a cringey post

gb2leddit
>>
>>160514172
>DMC
which one?
>NG
never heard of this one
>MGR
metal gear rising?
>>
>>160513341
nigga just google some vector math
>>
>>160514251
Man I wish someone like you was making the art for my game
and I wish I was a good enough programmer to actually make that game
>>
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>>160514375
>he doesn't have an inspiration folder
>>
>>160514352
I strongly suggest you look up to other people, I'm honestly learning this as I go
>>
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>>160510519
Cristian pls, that has nothing to do with my editors.
That's just the setup I'm using to use C++ scripting and reload scripts while the game is running.
https://youtu.be/_MI7cNu4pJQ

>>160510764
The D3D code is abstracted, none of the game code touches that. I can replace the renderer with something GL based in the future if needed but I have no motivation to right now since I can't even build for macs, not switching to GL for linux alone.
>>
>>160506765
Sound engine has a 200ms delay bug
>>
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>>160499952
>Friend dabbles with programming
>Wants us to start this dream project we've been talking about for well over a year now
>Ambitious rpg game
>I've made two shitty little games in gamemaker and I program small things for school and to learn. (Some C#, C/C++, Javascript)
>He hasn't made anything besides what he's had to make for self teaching books but he's good with math(C#/C++, some Java)
>I'm a semi decent artist, but neither of us know anything about 3D modeling
>He plays piano and I play guitar so we're also mediocre musicians

How fucked are we?
>>
>>160514425
>which one
If you're considering a floating arrow as a lockon indicator then you need a complete history of good action games, so all of them.
>never heard of this one
Ninja Gaiden you muppet.
>metal gear rising?
Yes.
>>
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>>160515126
Depends entirely on your conviction. Go for it buddy.
>>
>>160513854
How are you doing the outline, is it a shader?
>>
>>160515306
Probably just scaled and inverted normals.
>>
>>160515346
would doing that double the polycount?
>>
>>160515424
no it would half it
>>
>>160515126
>but he's good with math
That's the best thing you can have for 3d Graphics Programming.
>>
>>160514914
What's the setup of your renderer, do you pass every object to it and it renders them for you? Does every object have a pointer to the renderer and it passes itself?
>>
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>>160515306
that's not ingame, it's just a blender post effect

I do have outlines in my previous project though and it's as >>160515346 describes

polycount doesn't really matter
>>
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Fucking twinks I swear.
>>
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>>160515505
Yeah, he's definitely going to have to take the lead when it comes to 3D programming, my knowledge is limited to basic trigonometry. But luckily I'm pretty good with logic and love the problem solving progress so I'm sure I can work my way through.

>>160515291
I have high conviction, hopefully his is high as well.
>>
>>160515716
How did you make that butter smooth inventory? I've been meaning to ask for the longest time.
>>
>>160515805
make a sam hyde beat em up game as a precursor to this huge rpg project you speak of
>>
>>160515604
The renderer only renders an array of vertices or a simple quad structure.
Objects get a reference to a renderer to render their quad/vertices. There's a sprite batch class too.
>>
>>160515878
How do you pass your transforms to the shader?
>>
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>>160515863
I'd play it
>>
>>160515856
-the power of tweening-
>>
>>160509184
Actually emojis are filtered but anon managed to get around it I guess.
>>
Any aggy daggs applying for janitor?
>>
>>160516019
No ok, that too, but I meant like how the scrolling works, or if the icons are actual meshes or just sprites, or how things are picked up and plopped out etc
>>
>>160516056
he could be a mod that accidentally revealed himself that way
>mods are shitposting
maeks sense
>>
>>160513567
So why aren't you using a scripting language like Lua, then, if you need to be able to describe functions?
>>
>>160516101
someone please do and nuke this shithole. hopefully something better rises from the ashes
>>
>>160515959
I don't, I just modify the vertices on the cpu side.
>>
>>160516101
I will unironically apply just to clean up /agdg/.
>>
>>160516205
Oh that makes sense.
>>
>>160516130
yeah they're just rendered meshes. they scale to 0 as they get closer to the side, and I animate the scale multiplier from 0 to 1 when a new item appears
>>
>>160516391
Oh I see, pretty smart solution. Thanks.
Are you still working on that? Please tell me you are
>>
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>>160515863
>>160516012
>Sam Hyde fighting different variations of Lena Dunham
>>
>>160516161
I meant to but I figured that at this moment it's the only system that'd really benefit me from being more flexible so I went with a math expr parser instead but I'll probably add support for Lua scripting at some point in the future but I'd need to design the system well and write some abstraction to make it more convenient to use.
>>
>>160516670
If you use Lua you can get rid of the JSON dependency, too, though I guess it depends if you need to save to the file or just load it.
>>
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>>160516464
sorry, I made some bad decisions like choosing a first person camera, detailed textures and at the same time wanting to use sprites for characters

I'll go back to it eventually but it'll be a different game
>>
>>160516315
Are you writing a renderer?
You should try instancing, I didn't bother trying it but it definitely sounds better than doing all those calculations on cpu if you have a ton of stuff to render.
http://ogldev.atspace.co.uk/www/tutorial33/tutorial33.html
>>
>>160516813
Oh well, that's a shame but I'm sure whatever game you end up making will be great. Keep up the good work.
>>
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Who else can't dev because their muscles feel sore after working out here?
>>
>>160516929
thanks friend. I hope not to disappoint
>>
>>160516813
Post that bunny image please.
She's cute
>>
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>>160517193
>>
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>>160517263
I meant the one in your screenshot.
I already saved this one.
>>
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>tfw l just finished To the Moon

l wish l could make up stories like that, the ost is absolutely amazing too
>>
>>160517420
But I'm not Anonymous
>>
https://www.youtube.com/watch?v=8MrwNQ75FYQ

so this is the power off weebs, unity and live2d.

>>160514914
come on dude, I'm asking why you take all that effort in making the editors if you're not going to make them usable to other people?

also, I never understood how you fags know when I post.
>>
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>>160517193
>>
>>160517612
Not him, but clearly he thinks spending some extra time up front to make his life easier will save time in the long run.
>>
>>160517612
I made those editors because I needed them for my game. I didn't make them for the sake of making editors or for others. Releasing them is not a priority right now.
>>
>>160517710
I'm just thinking he may as well let other to use them, just curious.

>>160517765
fair enough, but they seem to be usefull for other people.
>>
>>160517710
Pretty much.
I was writing "levels" by hand in a text file before I had an editor.
And no way in hell could I write hitboxes for animations by hand.

>>160517820
>fair enough, but they seem to be usefull for other people.
That's why I'm considering releasing them but I'd need to add more features, fix some things probably add better UI and of course more import/export support for files.
>>
>>160517820
releasing something isn't just zipping up your code and dropping a link, it carries a bunch of responsibilities he doesn't want to worry about
>>
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>>160516826
I'm using a lazy mode version of instancing at the moment because I need a dynamic number of objects. I plan to implement proper instancing soon for static map objects that I have a fixed number of.

I've been trying to decouple the rendering pipeline mostly because all objects render themselves at the moment, as they need to pass their own data.

Late reply because I've been trying to make a webm, this will do for now can't be bothered tweaking values more.
>>
>>160518014
cool, was curious about that.
god speed then anon.

>>160518026
he can tell to fuck off or make the code open source or some shit.
he has not obligation to cather to others.
>>
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>>160517612
>Twitter integration
That's on the same level as pronnhub comments. Why the hell would one ever want to yell this into the world?

Apparently this post is spam.
>>
>>160518113
Not him.

The "modern" way to render is to go through all your renderables and have them generate a high level "draw call" containing every piece of information needed to draw them. Then the renderer consumes these draw calls, doing sorting, batching, culling, etc.

This way, the renderer doesn't know about the renderables (draw calls can theoretically come from anywhere) and the renderables don't know about the specifics of the renderer.
>>
>>160518264
I've seen weebs posting weeb shit on facebook.
take into account 90% of a weeb facebook are other weebs.
>>
>>160518316
Deferred rendering, right?
>>
>>160518443
They're fake weebs.
>>
>>160518113
>>160518316
Also, it reduces the potential for spaghetti significantly since the renderer and the renderables don't reference each other at all - it's basically message passing.

And with the new APIs, you can actually have draw calls represent command buffers which can be cached when the renderable is created or when its "prototype" is loaded. Obviously, then, a reference to the renderer will be needed to create draw calls, so pass it into the constructor/methods/whatever of the renderable where draw calls should be created but don't have the renderable store it.
>>
>>160518525
Not that guy but are you referring to vulkan/dx12 by the new apis?
>>
>>160518449
No, deferred rendering is a totally different thing.

>>160518637
Yeah.
>>
also, how do you guys know when I'm posting?
>>
>>160517047
>muscles sore from working out

you're doing something wrong
>>
>>160518525
Thanks for the info on decoupling I plan to implement that.

>>160518694
And I do believe the new APIs call it deferred rendering.
https://msdn.microsoft.com/en-us/library/windows/desktop/ff476892(v=vs.85).aspx

There is also deferred shading so it can cause confusion.
>>
>>160518840
Fucking Microsoft.
>>
>>160518694
How do I vulkandev? I've been reading up on the api and got a lot of concepts but from what I heard the drivers aren't ready for everyone? I'm on an old toaster so I don't know if my hardware even supports it.
>>
>>160517263
>Those abs

wow she's fit
>>
>>160518896
Hey, I hate them as much as everyone else, possibly more in some cases. But eh, the modern gen of graphics APIs are fairly similar.

>>160518924
You probably need a card that has a recent driver at the very least.

At any rate intel has an implementation in mesa, so you shouldn't have any trouble.
>>
Where's the proper place to store your ScriptableOjects in the Unity folder structure?

The actual .cs file goes in ScriptableObjects, but where does the .asset go?
>>
>>160518924
If you're on a toaster you're probably out of luck. Vulkan support only goes back as far as Kepler, GCN, and Skylake (Ivy Bridge on Linux with Mesa, actually).

>>160519038
AFAIK neither D3D12 or Vulkan actually call that deferred rendering because it's the only kind of rendering you can actually do. That was a D3D11 thing only.
>>
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>when it becomes an enginedev thread
>>
>>160519038
MS gets a lot of flak for some things but I think their documentation has always been top notch.
>>
>>160519063
I create special folders for all my SOs - folder for SoundContainer, folder for WeaponUgprade, etc.
All in Data folder so it won't clatter the view
>>
>>160519185
I fucking knew it. Enginedevs are the same people as Animefags and we have proof now. I'll never take them seriously ever again.
>>
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@160519301
>complaining about anime on 4chan
>>
>>160519301
I thought that was obvious
>>
@160519301
>Nodevs are normies
Why am I not surprised
>>
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>>160519301
You only noticed this now?
Where were you during the vulkan hamster meme before its release?
>>
>>160519185
>when it becomes an anime tiddie thread
>>
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Did someone say anime tiddie- wait holy shit I just realized this was Aoba all along!
>>
How do I add denuvo or another DRM to my game?
>>
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>>160520240
>>
I was gonna download monogame and found this.
http://www.monogame.net/2015/12/16/develop-for-ios-and-android-for-free-happy-holidays/
Is monogame not free? I don't get it I can't find info on publishing games made with monogame on their site.
>>
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>>160520346
>>
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>>160520240
Any other girl devs here who struggle like this?
>>
>>160520427
It's free but the only supported compilers for android and iOS aren't.
>>
>>160499952
I'm looking for game assets, 2 dimensional characters, hand drawn, animated. I need placeholders but I don't want to spend too much time with that.

Since the theme is Dinosaurs 2d hand drawn dinosaurs would also work.
>>
>>160520427
Xamarin builds for ios and android. Monogame itself is free.
>>
>>160520495
You don't need to be a dev to have a problem like that. You know, computers are not only for games. Other than that, no, no woman struggles with that. You can set the height of your chair and your desk, you know.
>>
>>160520346
You contact them and get purchase a license.
>>
>>160520613
opengameart.org

remember to contribute back if you make any assets as well
>>
>>160520427
Xamarin was released for free several months later, so now developing for android and iOS is free as well.
>>
>>160520495
No, who the fuck leans over their desk like that.
>>
>>160520803
free as in freedom?
>>
>>160520346
First you have to be a soulless husk that wants to make money without understanding the market.
>>
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PROGRESS
>>
>>160520928
DIABOLO
>>
>>160520928
>spectral smoky blue midnight short sword of the vampiric bear
>>
>>160520745
Most of these are pretty bad unlesss you're looking for tilesets or 16bit stuff, I'm talking at least 8 frames of animation, hand drawn
>>
>>160521320
beggars cant be choosers.
>>
>>160521320
>I'm talking at least 8 frames of animation, hand drawn
I thought you wanted placeholders.
>>
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How does steamspy work?
How can the ownership of a game fluctuate?
How can i tell how much net profit a game has made? I need to know exactly how much money I won't be making doing gamedev.
>>
>>160521320
>I need placeholders
>but I need high quality hand drawn art
Fuck off?
>>
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>>160521376
you're going to make $0 because you're worried about how much other games made

be Goku, not Vegeta
>>
>>160521642
>be Goku, not Vegeta
So be talented, not hard working?
>>
>>160520928
>hat of faggot
Oh, my sides, anon, you so funny
I'm a girl btw
>>
>>160521723
you will never be as good as someone who's born with talent

so act talented and fake it till you make it
>>
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>>160521610
>>
>>160521642
But im not going to put in a Goku effort if im just going to get a Yamcha profit.
>>
thanks for the monogame replies I'm not interested in android and ios
>>
>>160521723
>missing the entire message of dbz

wasted youth
>>
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>time to go through all my code and add in delta time because i made everything framerate dependent since i didnt know better
>>
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>>160521723
>>
>>160522318
>not using a physics engine and binding everything to it and giving it a step time so the entire game runs independent from the frame rate
>>
>>160522487
using game maker
>>
>>160522487
Using fixed timestep you should still incorporate delta time (the fixed step interval) into your calculations so you can change it if you want.
>>
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>>160522518
>tfw two intelligent for gamemaker
>>
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>>160514375
>cringey

Kids these days
>>
>>160522696
ok
>>
>>160518525
You seem like you know a lot about this so I want to ask you, do you know any articles for writing proper rendering systems?
I've seen some where draw calls were just an integer with bits being used for sorting and I didn't really get it.
>>
>>160523041
https://blog.molecular-matters.com/2014/11/06/stateless-layered-multi-threaded-rendering-part-1/
This series is very good.

>I've seen some where draw calls were just an integer with bits being used for sorting and I didn't really get it.
Like this?
http://realtimecollisiondetection.net/blog/?p=86
It wasn't that the draw call was only an integer, it worked by "hashing" the draw call into an integer key and sorting the calls by their keys.

I mean, if you're able to represent the entire draw call itself as a fixed-size integer by packing bits together, go for it, but it's not likely that you can do that without losing information.
>>
>>160523041
Not him but do you want to use a graphics API or write a software renderer?
>>
>>160523041
>>160523417
Also, there are properties of draw calls that you might not want to include in your sorting/batching algorithms.

>>160523423
Sorting is still useful and sometimes necessary even with depth buffering. Transparent objects need to be sorted back-to-front, for instance.
>>
>>160522318
And this, kids, is (one of the many reasons) why you shouldn't use or recommend Game Maker.

It encourages bad development habits.
>>
>>160523543
Sorting seems rather slow as opposed to something like a BSP tree.
>>
>>160523631
no, it doesnt. i just didnt understand delta_time and didnt use it.

the only one to blame is myself for not utilizing it sooner. now stop shitposting.
>>
>>160523647
BSP construction is, in a way, a sorting algorithm for planar polygons.
>>
How should I structure folders for my ECS?

This:

Components\Combat\Health.cs
Systems\Combat\HealthSystem.cs
Entities\Combat\FlyingZombie.cs

or this:

Combat\HealthSystem.cs
Combat\HealthComponent.cs
Zombies\FlyingZombie.cs
>>
>>160523697
>now stop shitposting.
may as well tell the sun not to shine
this general is fucking dire
i'm sure every other poster in here is literally autistic
>>
>>160523697
>no, it doesnt.

Yes it does. Everything runs at a fixed framerate by default (which is set at 30 and even more insanely is a room property), and doing things like setting up vsynced framerate that works for different refresh rates and then using delta time in all your code is way more cumbersome than it needs to be, and pretty much all documentation and tutorials teach you to tie logic to framerate.
>>
>>160523647
>>160523856
In essence, what you're doing is saying that you shouldn't eat an apple because it's a fruit, but recommending an orange instead.
>inb4 food analogy meme
>>
>>160523856
I know it's a sorting algorithm but it's done once and then traversed to render in the correct order.

I will have to try out some of these sorted rendering engine setups before I make further judgement though.
>>
>>160523972
Well, it's not appropriate when you want to sort things that aren't planar polygons. BSP is only really used for brush-based stuff, which is going out of fashion in favour of modular level construction.
>>
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The life of Pepe is coming soon ;^)
>>
>>160523959
>>160523856
For a followup question, is there any place for BSP trees in modern engines? Is it still used except for maybe rendering of map walls? I was planning to implement a 3d BSP class to create multi level buildings.
>>
>>160523891
>which hierarchy should i impose on my game object representation that is designed to not be hierarchical?
>>
>>160524168
fucking awesome.
>>
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>>160524168
can't wait
>>
>>160523956
>and then using delta time in all your code is way more cumbersome than it needs to be

you need to account for delta time in pretty much any means for development that you use, whether that means accounting for delta time manually or using something like FixedUpdate. yeah, multiplying by delta time can be annoying but its a simple fix. that in and of itself doesn't encourage any kind of bad habits.

now the documentation itself, yes, does encourage bad habits, but it is aimed at beginners and it is much simpler to make game framerate dependent when you are just starting out and most likely will have trouble making a box move on the screen. when you learn more, you learn how to fix framerate timing.

just like other engines. when you start out with say, unity, and you dont know anything, youll probably be inclined to throw all your code into the update method. then once youre more experienced youll use fixedupdate.

it literally isnt that big of a deal.
>>
>>160524194
It's only suitable for static brush-based geometry. >>160524098
>>
>>160524168
You better make a GNU/Linux version I swear to god.
>>
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>>160524286
>>160524291
>>160524490
Will have a full fledged story + free DLC.
PC + Linux + Mac + Mobile.
>>
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What's the standard way of creating grass. My plan to implement it is to create a sprite/plane object, bind a grass image, then use instance rendering to render them all over the map.

How do games do things where shrubbery/decals lose definition then disappear at a distance?
>>
>>160524324
>you need to account for delta time in pretty much any means for development that you use

True, but you can make it much more easier on users. Have projects run with vsync on at display refresh rate by default, present all kinds of numerical properties as "pixels/units per second" to get the user into the correct mindset for framerate-independent development, then just have all documentation regarding code show that you should manipulate values in a similar fashion too - it can be as simple as x += 600 * dt for example, which isn't much off from just x += 10 (if the game was running fixed 60fps).

On that note it's pretty silly of GM to provide delta time in microseconds instead of seconds. With seconds you can simply think of everything as pixels/units per second, whereas with microseconds you either have to add an extra division by 1000000 whenever using delta_time or always have an extra step to prep the delta_time for actually sane multiplication.
>>
>>160524324
yo I use dt too but it at times it's not that simple of a fix

e.g when simulating friction or damping you might do velocity *= 0.9 in a fixed step game

that doesn't fly with dt and you have to integrate or use a different method entirely
>>
>>160525027
>>160525067

I retract my statement as I pretty much agree with both of you. It could be made a LOT easier on the user. I'm still not convinced that it actually encourages bad habits, but I definitely agree that the process is needlessly more complex than it needs to be.

And yeah, it really should be in seconds, or at least milliseconds. microseconds is a very strange way to measure it
>>
>>160519395
>implying engies are devs
They're not actually going to make an engine or a game they just like to pretend they have a hobby. It's the same reason they hang out in /dpt/ and argue about things, the arguing feels like work to them and helps them keep lying to themselves that they're doing something.
>>
>>160525067
velocity -= 0.1 * velocity * dt
>>
>>160525293
>I'm still not convinced that it actually encourages bad habits

Having a fixed non-vsynced framerate by default (to make tying logic to framerate simpler), the fact that delta_time is much more cumbersome to use than just tying logic to framerate and basically all documentation pointing you towards tying logic to framerate with delta_time being treated like an unwanted child (when it really should be taught on the very basic level) fulfills pretty much all conditions of encouraging bad habits in my books.
>>
>>160524990
https://www.assetstore.unity3d.com/en/#!/content/36335

$20 plz
>>
>>160525653
Alright, consider me convinced.
Also upon looking into it more, I've learned that apparently the built in functions like speed, vspeed, hspeed, friction etc (even though you shouldnt be using them) break with delta timing along with the built in alarms.

yikes. I apologize, I was wrong.
>>
>>160524168
alt right plz go
>>
>>160525703
Looks like they are doing exactly what Intended anyway. Albeit likely more professionally.

The physics on them though is something out of my initial scope but I can think of a few ways to do it.
>>
>>160525804
This is where the anti gamemaker posting comes from. Now you know.
>>
>>160525398
Where's your game? Oh, yeah, you dropped it to shitpost about sourcefam.
>>
>>160526103
I still think its a wonderful tool considering its simplicity, and I wont discourage people from using it, but I would like to see improvements in that regard with GMS2
>>
>>160526145
>Where's your game?
Which one do you want to see? I have multiple.

Because you see, I can actually make games, and have actually made games.

You don't make games, you never have and never will, because you can't.

And you don't have a game engine either, you're never going to have one, you just lie to yourself and others that you're actually doing something with yourself. You're not.

Better just stick to your little chat room and camping out in threads for years champ.
>>
>>160526161
>I wont discourage people from using it

You honestly should, especially if they haven't used it before, because better tools exist.

Construct 2 for example.

Also, "simplicity" isn't really something I'd personally associate with GM. The editor interface is a massively unintuitive clusterfuck full of panels with tabs that come with more tabs with next to consistency in how thingsa re laid out, often with cryptical abbreviations that have no tooltips either (and a lot of which you shouldn't even touch because shit's better handled in GML elsewhere). Even for someone with past experience with programming and game dev IDEs. I had experience with Visual Studio, Unity and C2 when I first booted up GMS to give it a real spin and was still totally lost in its interface hell without a tutorial to guide me where the fuck to start with putting things together.

I haven't tried out GMS2 yet but from what I've heard of it nothing has really changed in the underlying workings of how you do things in GM and that it's mainly just visual editor aspects that have changed.
>>
Cmon fruit loop let's hear that epic come back of yours! Can't wait!
>>
some good points were brought up, but the amount of construct 2 shilling in these threads increased tenfold lately
>>
>>160526769
Oh hey it's Construct 2 guy
>>
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Desert Dog dev here. My girl left for a 24h cruise. i was going to book a prostitute since im unhappy. decided to prototype a game instead.

Fast paced top down shooter where u can teleport around for different effects. It's a balance beteen shooting and teleportation. Killing enemies with bullets drops HP, killing with teleportation stomp refills ammo.

Gif is Line of Sight mechanic testing.

Gonna doodle up some scifi sprites and i might actually have it done on sunday (lol).

I have to decide if i should make it wave based (running for infinity) or set levels with rounds (e.g. one level would have different walls and be 3 rounds with different enemy placements.

Thoughts?
>>
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>>160526769
>C2
>>
Go engie go! You can do it!
>>
Just use Godot.
>>
>>160526925
>My girl left for a 24h cruise.
I'm sorry bro, she's Tyrone's woman now. Now you know why 2D > 3D
>>
These threads are honestly better when it's just engine devs posting. At least you get proper discussion and not
>how do i make sprite in unity xD
>>
Is engie going to be able to recover from that truth bomb? It's not looking good...
>>
>>160527110
I dont know who tyrone is but sadly (jk) she will be back.
>>
>>160527207
haha no she won't
>>
>>160526904
Guilty as charged, as the recent Construct 2 posting has mostly originated from me, and I'm doing it because C2 gets a needlessly bad rap around here even though it does basically everything better than GM.

>>160526930
Yes, and? C2's event scripting is just as powerful as GML and honestly I'd say the way you code things in C2 aligns with more traditional programming even more closely than GM's events + GML setup - event sheets are basically like files of code, and a sheet is not constrained into being basically a single function like GML scripts are.
>>
Here's the thing kiddos.

You want to call yourself a gamedev? Make a game. Until you've made a game you're not a gamedev, you're an aspiring gamedev.

This goes for you too, engies, you little retards you. You can't just tell yourself you're an enginedev when it's been ____ years and you've got nothing. No engine. No games.

You're not an enginedev. You're an aspiring enginedev. And that's even more pathetic than being an engie.
>>
>>160527297
stop lying. Construct 2 is super limited.
>>
>>160527329
define game
>>
>>160517629
>>160516813
>>160514251
you should get an itch.io account so we can stalk you

plus it makes it just a little bit harder to quit the project
>>
>>160527129
>honestly better when it's just engine devs posting. At least you get proper discussion
Posting anime and mumbling memes is not proper gamedev discussion. Enginedevs should kill themselves.
>>
>>160527353
>Construct 2 is super limited.

Except it's not? The scripting system is extremely capable and extendable with plugins.
>>
>>160527487
>Posting anime and mumbling memes
That's pure unity/gamemaker territory
>>
>>160527265
lol we'll see.

Someone please give feedback on wave system or infinite?
>>
If you don't use ECS at all you're clinically retarded. If you don't wrap Unity in your own ECS you might as well be retarded.
>>
>>160527576
Yeah no. Unity/GMS devs have no need for anime we're sexually active. Because we get things done.

Engies are perma-fried retarded autistic weebs.
>>
>>160527671
You can't shit up the thread with offtopic stuff while asking for feedback
>>
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>>160527742
>"New Unity Project 46"
>>
>>160527435
a game needs a visual digital output and player interaction beyond start and stop
it should also be operatable by a single individual without any help, intervention or previous knowledge
>>
>>160527862
I will send you 5$ on paypal if you prove you're not a nodev. You van do that, can't you?
>>
>>160527957
then i have a game

>>160527993
already posted earlier
>>
>>160527742
But I'm a unity dev and I jack off every night to some big anime tiddies and tight anime asses
>>
>>160527993
>You van
You trying to speak english engie?

lel

Fucking retard. Don't bother trying to be witty just get back to spamming your source.jpegs

Anything to hide from the truth that you're not a gamedev or an enginedev. You've got nothing.
>>
>>160528050
No you didn't. No money for you nodev.
>>
>>160528050
>already posted earlier
nice cop out
>>
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I'm a drawfag (not the best drawfag, but whatever).
I'm going to study software engineering in my college.

My point is, I would love to become an animator but my taco shithole has pretty much nothing on terms of studios or even proper animation shit.

My goal is to make my own animations, so I want to make this thread about how would you design an animation software to help you out to make an animation as cheaply as possible while having the best quality.

As for my idea is to basically make a 3D software, and allow you to draw vector lines in a 3D space, and obviously being able to tween and modify the lines depending on the frame.

So, in a sense you draw a pose and then simply rig it like a 3D model and tween the lines (since they're vector lines anyway) like some illustrator pen tool, similar to SAI pen tool and blender pencil tool.

The goal is to reuse the lines between frames and do simple 3D animation techniques because the lines will be stick to a 3D rig.

Something like paperman with some twist.

Of course being able to edit the lines in every frame would be a good idea.

The coloring could be maybe voxels or something, like zbrush 2D painting skills or some way similar to zbrush, the material inside, so you sculpt the 3D planes by painting them like a photoshop brush.

Of course the lightning could be calculated by some toon shader or toon algorithm, but you could edit the shadow boundaries I think in some way, maybe having a mask you could edit.

Dunno, these are some of my ideas.
pls feel free to add some on your own.

Basically picking the best ideas from photoshop, illustrator, zbrush, SAI, paperman and other software, focused entirelly towards 2D animation.
>>
>>160527824
i didnt. anon stalked talking tyrone.
>>
I'm a drawfag (not the best drawfag, but whatever).
I'm going to study software engineering in my college.

My point is, I would love to become an animator but my taco shithole has pretty much nothing on terms of studios or even proper animation shit.

My goal is to make my own animations, so I want to make this thread about how would you design an animation software to help you out to make an animation as cheaply as possible while having the best quality.

As for my idea is to basically make a 3D software, and allow you to draw vector lines in a 3D space, and obviously being able to tween and modify the lines depending on the frame.

So, in a sense you draw a pose and then simply rig it like a 3D model and tween the lines (since they're vector lines anyway) like some illustrator pen tool, similar to SAI pen tool and blender pencil tool.

The goal is to reuse the lines between frames and do simple 3D animation techniques because the lines will be stick to a 3D rig.

Something like paperman with some twist.

Of course being able to edit the lines in every frame would be a good idea.

The coloring could be maybe voxels or something, like zbrush 2D painting skills or some way similar to zbrush, the material inside, so you sculpt the 3D planes by painting them like a photoshop brush.

Of course the lightning could be calculated by some toon shader or toon algorithm, but you could edit the shadow boundaries I think in some way, maybe having a mask you could edit.

Dunno, these are some of my ideas.
pls feel free to add some on your own.

Basically picking the best ideas from photoshop, illustrator, zbrush, SAI, paperman and other software, focused entirelly towards 2D animation.
>>
>>160528091
No money for you either nodev. Too bad
>>
>>160528096
>>160528097
search for UNIX_Wars in this thread
>>
>>160527862
>"My_First_Collision_Detection.exe"
>creation date: 3/14/2010
>literally have done nothing since then
Engies everyone.
>>
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What would you consider essential settings specifically for an FPS?
Currently i'm adding: Sensitivity, invert mouse, autoreload
Delaying: Rebinds (waiting for new unity input implementation), FoV slider (defaults to 75, i think most people are more than okay with that)
>>
>>160528273
I'm sorry but you already defined game, you can't undefine it.

You're the nodev.
>>
>>160528231
Why can't you just post it again?
>>
>>160528312
FOV is the big one.
Being able to turn off weapon model.
Sticky aiming (for people playing with controllers)
>>
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>>160528357
>being this desperate
>trying to use legalese to defend their total lack of game
Engies everyone.

>I'm sorry but you already defined game
No I didn't?
>>
>>160528421
duplicate file
>>
>>160528487
So you have only one pic of your game and can't take another? Suspicious.
>>
>>160528485
>nodev trying to tell me i have no game

lmao.


>>160528536
it's a webm
>>
>>160499952
>implying engies are devs
They're not actually going to make an engine or a game they just like to pretend they have a hobby. It's the same reason they hang out in /dpt/ and argue about things, the arguing feels like work to them and helps them keep lying to themselves that they're doing something.
>>
>>160528593
So? You can't record another one or take another screenshot? Come on.
>>
>>160528610
you already posted this nodev&noengine

>>160528647
why do i have to?
>>
>>160528593
>asking people to define 'game' to you
>thinking you have a game
topkek engies are next level delusional
what happened to them to make them like this? why can't they just pick up an actual engine and make an actual game? it's not that hard.
>>
>>160528703
i picked up my own engine and made my own (and fully owned by me) game. meanwhile you are nodev
>>
>>160528693
>why do i have to
Uh, maybe because this is the gamedev general where people post progress of their games? If they have one, that is.

Or for 5$.
>>
>>160528703
>why can't they just pick up an actual engine and make an actual game?
The same reason some people can't walk on pavement without counting the tiles or pat their head and rub their stomach at the same time. They're retarded.
>>
>>160528805
Post it?
>>
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>>160528452
-I think FoV is the big one because shitty console ports tend to have low end FoVs. (50-65), i think 75 is a decent medium/high value, but i imagine some people may want to bump it up to 90, but i wouldn't allow anything above that.
-Weapon model.. i'm not sure about that, i mean i know there are games that abuse the hell out of their weaponmodel size, but i think not having it on would lower the juice of my game by a LOT.
-I'm not sure i'd want people to play my game if they thought that using a controller was a good idea.

As a bonus, my game sort of works on triple monitors. ((sort of))
>>
>>160528209
everyone in your field freelances anyway. build a portfolio and send 100 emails a day. good luck
>>
>>160528148
>>160528209
This already exists. This technique was used for e.g. Rondo Duo.
>>
>>160528938
I already did.
>>
fun fact about engies: sourcefam is a failed engie
engies are the biggest failures already, imagine failing to be a failure
it's no wonder he lost his mind and became a spambot
>>
>>160528991
So post it again?
>>
>>160528940
>wouldn't allow anything above 90
I have a 27" monitor and 100 feels most natural.
>>
>>160528992
ok nodev

>>160529046
why?
>>
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>>160528992
Bringing them up just validifies their existence. stop.
>>
>>160529102
Why not? Why did you post it the first time?
>>
>>160528986
not really, rondo duo looks like tween crap and not like traditional animation.
>>
>>160529171
So exactly what anon wants?
>>
>>160529151
>validifies
lol
I don't need to validate sourcefam's existence, I am the reason he exists.
>>
>>160527462
isn't itch just a release platform?
>>
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>>160526769
Well, I respect your opinion and agree with a lot of what you've said. However I personally don't like Construct 2. I respect what it does but it just isn't for me. It's cool though if you like it.
>>
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>tfw the rest of /agdg/ is making gimmick platformers and I'm over here making the next unreal engine
>>
>>160529392
>tfw being a failed engie is too much to bear so you just live in a complete fantasy world
Actually I don't know that feel. What's it like, engie?
>>
>>160529392
You're in the game development thread, what you're looking for is the engine development thread. Unfortunately there isn't one. Sorry.
>>
>>160528940
90 is minimum as far as I'm concerned
>>
>>160529392
I know you are trolling but people that have these grandios plans; what exactly makes u think that anything u make will be better or more attractive than something by a team of 300+ people...? or even a team of 10.
>>
>>160528940
>but i imagine some people may want to bump it up to 90, but i wouldn't allow anything above that.
If you don't have optimization related to the camera's current angle, just set the cap to something like 120-130. some people just like a higher fov and there's no reason not to include it.
>>
>replying to engies
Just don't. This is what encourages them to become the next sourcefam.
>>
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>try to learn to make an engine in opengl

I think I may have loaded the texture wrong.
>>
>>160529289
yea but you also get your own page, and other users can follow you

plus you need one to participate in agdg jams/demo days so you should get one eventually
>>
Enginedev for the purpose of making a game is okay but if you're unironically only making an engine with no game you need a reality check. You will NEVER do a better job than e.g. UE4, if you can even make anything usable in the first place.
>>
>>160528312
can you see PC's body when looking down? if not, why? It's 2016.
>>
>>160529574
My main problem with uncapped FoV is that i have a function that moves the arms around as you turn the camera, and the arms also run up to the shoulder, but the camera is located between the arms due to that being the FPS standard for obvious reasons (visible hand animations).
So when the FoV increases drastically your shoulder/biceps clip through the camera.
>>
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>>160529631
you have a long path to travel young padawan and although you will stumble, one day you will reach us in the light.
>>
>>160529293
>However I personally don't like Construct 2.

That's fine, though you should still recommend it to new people over GM. I mean basically all the issues brought up about GM earlier don't exist in C2.

But out of interest, could you elaborate on what makes you not like it? I personally just feel that a lot of the people just never give it a proper chance because of the whole "no programming required" slogan (which is honestly just silly because if you want to make something proper with C2 you will be using event sheets extensively, and that's effectively programming in the end).
>>
the unreal engine has 18 years of work behind it... why would anyone not want to take advantage of that?

..unless there's some missing feature that's vitally important for your shitty indie game, which seems extremely unlikely
>>
>>160529725
Because i'm a single [s]mom[/s]indie dev and animating a whole body is needless scope.
Besides, quake and doom-likes are the best FPS games and you can't see your feet in them.
>>
>>160529643
thanks, I'll look into it

pretty sure I signed up for a jam once then proceeded to nodev the shit out of it
>>
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>it's another enginedev episode
That's cool I didn't want to see any games anyway.
>>
>>160529731
maybe you can adjust the arm position according to the current fov setting? like bring the model down more the higher the setting?

not a 3d dev by the way, i may be completely wrong.
>>
>>160529731
You should be drawing the viewmodel separately, with different near and far planes and a blank depth buffer. This will prevent it clipping with the camera and the walls at the same time.
>>
>>160529684
>>160529821
Why are antiengies so pessimistic?

>don't try anything it'll never be good

#ProudEngineDev
>>
>>160529821
It's not about what's missing, but about what's already there and difficult to circumvent. At least in my opinion.
>>
>>160529814
>But out of interest, could you elaborate on what makes you not like it?

i just really really dont like visual programming using sheets/blocks/blueprints/drag and drop/etc. i much prefer typing code as i work much faster and mouse interfaces tend to slow me down. plus i dont visualize code as well when its in blocks or sheets as opposed to actual code.
>>
>>160530015
>Enginedev for the purpose of making a game is okay
>antiengie
?
>>
Can someone make a /aedg/ - Amateur Engine Developers General on /g/ and redirect the engies ITT there? It's a fact that they're not currently making a game.
>>
>>160530140
>you can only engie dev how i say so
>>
>>160530234
It's common sense mate. Why would you waste your time making an engine for other people when there are teams of hundreds of industry-seasoned professionals doing the same, practically for free?
>>
>>160530165
engine creation discussion is okay, but arguing over why engines are better than other engines is just obvious shitposting.

gonna filter "engies" for sure though, so you better find a better buzzword
>>
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>>160529879
Naw.
>>160529892
I am doing that, but it looks kinda weird if your FoV increases but your hand viewmodel stays the same size.

Also get on my level, lowFoVfags
>>
Engies don't belong here and they know it.
Also weebs are shit.
There are weeb engies in here who can't handle this combination of truths... certain engies who have gone off the deep end out of frustration for not fitting in here. Lost their minds and any shred of humanity. Became... literally insane.
>>
>>160529684
>>160530332
That's like saying "If you're making a Castlevania clone you need a reality check you will never do a better job than Konami"
>>
>>160530332
>wow why would u ever want to do something that I wouldn't personally do
>>
>>160530398
You use the same FOV for the viewmodel, but you can make the near plane much closer to zero and prevent clipping.

Also, just move the camera higher than the arms..?
>>
>>160530431
>Also weebs are shit.
You have to go back
>>
>>160530398

That's a meaty little shotgun
>>
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how about the faggots on here shut the fuck about about engine and nodevs and show off some of them sweet games they are working on instead.

getting really tired of looking at shit posts, and not enough pictures.
>>
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>>
>>160530458
>comparing a game to a tool for making games
>>
>>160530458
Except it's not like that at all.
>>
>>160530597
Post your game instead of frogposting
>>
>>160530398
if you really wanna get the FOV that high, you should consider some distortion like fisheye, because otherwise the center becomes too small.

240-360 FOV is pretty pro
>>
>>160530597
>getting really tired of looking at shit posts, and not enough pictures.
Just ask our resident literally insane failed engie to spam some more of his source.jpeg pictures
>>
>>160530597
sure, play my demo faggot :^)
http://justletit.be/~brum/GunMetal_Build_0-49-1118_WIN.zip
>>
>>160530513
I'm an enginedev but I don't delude myself into thinking other people will want to use my engine for their own game. I do everything for my game and my game only - if someone else eventually finds it useful then great.

Do you think id Software wrote the Quake engine with CoD in mind?
>>
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>>160530665
I did post my game faggot. The life of pepe.
>>160530703

>>160530731
I aint downloadin that shit nigga, post a webm or something.
>>
>>160530646
It really is though
>>
>>160530835
xDD
>>
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>>160530523
I've tried that before, but 98% of FPS games have the torso/neck cam for a reason, it makes hand animations telegraph much better.
>>160530670
I wonder if you could get a distortion/image effect that behaves sort of like your eyes conceptually, where you can't make out any details around the edge of your vision, you just notice motion better.
I guess some sort of normal FoV with a highly compressed higher FoV view faded in around the edges, where things that are not static become much clearer.
>>
>>160530626
Actually I am comparing the action of making a tool to the action of making a game
>>
>>160530867
No you're comparing tools to products.
Here are some actual analogies
>why make your own brush when you can use premade ones?
>why make your own paint when you can use premade ones?
>why make your own musical instruments when you can use premade ones?
>why make your own typewriter when you can use premade ones?
>why make your own ink when you can use premade one?
Etc.
>>
>>160530768
>Do you think id Software wrote the Quake engine with CoD in mind?
Why do engies always bring up the work of actual proven engineering teams?

1MA enginedev is literally a pointless endeavor. You can't do it.

Some engies KNOW they can't do it but delude themselves because they just want to appear to be busy on something, they want to say they are making something, they want to be part of gamedev without actually making games.

You're not Id Software, engies. You're cucks.
>>
>>160530964
You could make the camera height a function of FOV.
>>
>>160530835
Do you even virustotal? just slap the exe in it.
webm https://dl.dropboxusercontent.com/s/7u3lyyuk9alryoz/gunmetal49gameplay.webm
>>
>>160530768
No, but they probably wrote the Doom/DukeNukem/Wolfenstein engines with each and others in mind.
>>
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>>160530597

There's still not a lot to show but something is better than nothing.

Added a player death animation and basic obstacles for the world.

I'm kinda stumped for enemies though. I was thinking about tiny cavemen.
>>
>>160531016
So you think a luthier should be using premade musical instruments instead of making his own? You are assuming the person is musician.
>>
>>160531048
>1MA enginedev is literally a pointless endeavor. You can't do it.
It's not even that hard. I think you're just a shit programmer.
>>
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>>160531085
That looks fucking fantastic!
>>
>>160531198
No I'm saying a musician should be making music not instruments.
>>
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>>160530137
I see. I can understand where you're coming from - I do web dev for a living myself so I'm more than familiar with writing code purely as text myself. On the whole though Construct's event system mirrors writing code pretty closely, and honestly I'd say the whole event sheet setup is actually closer to the experience of writing traditional code than GM. This is because an event sheet is essentially like a file of code, and it can contain about as much code and functionality as you want.

With GM in comparison you use the object dialog to create events in a very similar manner as you create events in Construct, then GML is tied into those events as an action. The whole system is actually much closer to Construct than you might think, because you write expressions in Construct as text and they're essentially code snippets as actions, and code isn't inherently tied to objects.

Also, C2 makes it much easier to have a proper overview of all your code, since you actually see all the expressions right in the event sheet, whereas in GML when you view an object you have to select each event individually in order to see their actions and then select the code actions in order to actually see the code for that event (and at most you can provide a single-line comment explaining the code for the object dialog). Obviously C2 is once again closer to traditional programming here.

In the end all I can really say is that you should probably give C2 another spin at some point. And to make that even easier on yourself, you should definitely learn the keyboard shortcuts for basic event sheet manipulation, because they speed things up a lot.
>>
>>160531210
God damn it, eynx.
>>
>>160531210
Post your finished engine?
>>
>>160531210
>It's not even that hard.
Then why can't any of you do it? Literally no engies here have ever actually made an engine or a game. You're a bunch of fucking posers who really want to believe you're good programmers. You're not.
>>
>>160531261
Then your analogy does not apply because you can't just assume every anonymous poster is a musician and not a luthier.
>>
>>160531379
There's no such thing as a finished piece of software. Everything can be improved.

>>160531447
I posted my game earlier.
>>
>>160531447
They made devil daggers with enginedev.
Too bad it was a massive waste because it didn't do anything worthy of enginedev and it was a badly executed game.
>>
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My Dino Jam game is done, should I submit it now or wait for the deadline?
>>
>>160531093
The Doom "engine" is just the parts of Doom that were eventually reused for other games. It was made for Doom.
The Build Engine was made by Ken Fucking Silverman who is more autistic and dedicated to his craft than you can imagine. And it has nothing to do with id.
The Wolfenstein "engine" was originally a tech demo for raytracing by John Carmack that was built upon to make a game. Are you inventing a completely new rendering technique?
>>
Is there a program better than Blender for painting/texturing models?
>>
>>160531498
Too bad this is a musician thread and not a luthier thread.
>>
>>160531498
This is "amateur music composition general", to follow your analogy. Luthiers are welcome if they make music, but simply making instruments without any attention to the music they will make is off topic and generally never gets very far.
>>
>>160531574
PS CC is pretty nice, since it has 3d projection painting and 2d texture painting all in one, using your handy PS brushes.
>>
>>160531552
>Are you inventing a completely new rendering technique?
Possibly.
>>
>>160531505
So this guy >>160531048 is right?
>>
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Enginedev is the ultimate form of comfy.
If you design your interfaces right, everything just snaps in place.

http://memeorpg.no-ip.org/ContainerMapView/
>>
>>160531721
Right.
>>
>>160531665
>>160531670
Now you are moving the goal posts. This is about what is reasonable for them make, not about whether they are allowed to post here if they aren't making music.
>>
>>160531781
Why post in a general for musicians if you have no intention of making music? You think they will want to use your instruments or something? Why post here with no intention of making a game?
>>
>>160531781
No, the point was always the same. Why are you here if you're not making a game but a tool?
>>
>>160530964
I know nvidia was experimenting with rendering peripheral at a lower resolution for VR
but yea, just squashing the higher fov around the edges would work too

if you even want that in your game that is, it could always be a powerup or item or something.

A good fov range is 70-120 if you are a nice caring dev. Ultrawide monitors (21:9) aren't so uncommon these days.
>>
>>160531547
really impressive progress anon
but why not keep pushing? add a crappy leaderboard or remappable keys or something
>>
>>160531547
Looks cool but I gotta agree with >>160531932

Push for a little more content, didn't the jam "start" today? You can find another feature to add.
>>
>>160531547
people will play it for sure if its early, plus it gives you time to have playeres bugtest/leave feedback before the deadline where all the post-jam players start checking it out
>>
>>160531268
>Also, C2 makes it much easier to have a proper overview of all your code, since you actually see all the expressions right in the event sheet, whereas in GML when you view an object you have to select each event individually in order to see their actions and then select the code actions in order to actually see the code for that event [...]. Obviously C2 is once again closer to traditional programming here.

im not sure i follow. yeah, you have to click on an event to see its code, but it's just once click and you have all your code layed out in your script editor (assuming youre not using drag and drop, which you shouldnt be).

>(and at most you can provide a single-line comment explaining the code for the object dialog)

what do you mean? you can (and should) put comments all over your scripts. it's just // for normal comments and /// for script headers.
>>
>>160531859
>>160531887
Again this has nothing to do with the discussion. Look at the original post
>>160529684
It says nothing about whether engine devs who don't make games are/should be allowed to post here

I will not argue with those who move the goalposts.
>>
>>160531932
>>160532014
Thanks, but i'd rather keep it like this. I'd have to study up networking to make the leaderboard and rebindable keys would be kind of pointless since you only use the mouse (unless you mean adding touch controls, which I think might actually work already). I started early because I wanted to prototype it quickly and get it done quickly since I also had other game ideas in mind.
>>
>>160532087
You only called it out when you needed to backpedal because you were getting BTFO, though. The change in subject happened a while ago and you played along.
>>
>>160532175
Okay then, If you really can't think of anything worth tweaking or adding go ahead and share it with us.
>>
>>160532230
This is false. You are welcome to try to prove it though.
>>
>>160532087
Okay then, let's start a different discussion with no goalpost moving.

Why are you here if you're not making a game but a tool?
>>
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super tiny update but no harm in posting. i gave the walking sprite a tiny little flap because the original animation was driving me crazy.

>>160531189
looking good anon. you seem to have some visual artifacts going on. hopefully that's just from the gif?
also cuto dino

>>160531547
always submit early so you have time to receive feedback and fix bugs you might have missed.
>>
>>160532289
Complex question fallacy
>>
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>>160532307
>>160532280
https://itch.io/jam/agdg-dinosaur-jam/rate/98215

>>160532307
Thanks for the songs, by the way.
>>
>>160532458
>Thanks for the songs, by the way.
any time man. ill check out your submission in a bit
>>
>>160532456
I see, so you were never going to answer anyway. Really makes me think. Almost as if you realized you're in the wrong but can't admit it.
>>
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>>160532307
Thanks! It's the program I used to record with, I may step up the quality if it doesn't make the file-size suffer too much.

The flap looks way better by the way. Helps the flow.

old progress gif
>>
>>160532604
make webms. webmcam makes it super easy
or you could record with obs or fraps and manually convert to webm (not as easy but better quality).
it can store longer video with less filesize overall
>>
>calling out the sourcefam poster (mothdan) makes him go berserk and destroy the thread
Sorry guys.
>>
>>160532724
I'll look into it. Haven't had much luck making small webms before though.
>>
>>160532779
oh, you haven't killed yourself yet, rotate?
>>
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>>160529631
Hey, it works now.
Now I just have to make the rest of the engine.
>>
>>160530597
play my game if you got fuck all else to do
https://wanderfall.itch.io/phantoma
>>
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>>160532570
nobody gives a shit what you think, fuck off
>>
>>160532604
if you don't mind other dinos as enemies, pterodactyls would be perfect. flying enemies are the platformer's worst nightmare, especially if you have knockback

otherwise you can do environmental hazards like falling rocks, lava, spike pits made of bones, tar pits, etc.
>>
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>>160532839
now this is progress
>>
Where should the networking layer tie into my game?

Is it standard practice to write a separate server binary?
>>
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So this... is the power of Unreal Engine
>>
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>>160532458
WOOO FUCK YEAH I SAVED THE DINOSAURS

Nice job, anon. I like how everything is so clean and smooth.
>>
>>160533123
Looks like something sourcefam would make
>>
>>160532045
>im not sure i follow.

Consider that you want to see all the code related to an object. Said object has a create, step, and draw events, and a code action in all three. In order to see all this code you have to open first the object dialog (doubleclick), then select each event (click) and then open the code actions (doubleclick). That's a total of 11 clicks, and the full logic of the object is spread across four windows (the object dialog for the events, and three windows for the code actions). Even if you were using script execution you'd still have at least two windows, one for the object dialog and another code window with three tabs.

In Construct 2 you could just place all the logic of a similar object in a single event sheet. At most you'd need to just double click the event sheet in the project bar and you'll have all the code (events, actions and the "actual" code aka expressions) visible in a single view on your screen.

Honestly, the GML limitation of each script being basically a single function only is really baffling - before going in I was expecting that I could write object code much more directly in GML, eg. like you'd have just a single GML script for an object which could then include eg. "function create () {}" "function update () {}" etc for matching "events" (similar to how you do things in Unity for example). I was really surprised to find out that this was not actually the case, and honestly the system is just really awkward and gives you a really poor overview capabilities for your complete logic.
>>
>>160533023
Ideally you'd have a library for all the stuff that gets shared between the server and client. Or use conditional compilation, or have two build scripts or something.
>>
>>160533023
>Is it standard practice to write a separate server binary?

For dedicated servers, yes. There is no reason for the server to waste power rendering graphics or unnecessary logic.

p2p uses the same binary with a fork in the code for server and client.
>>
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Any yuropoors from AGDG going to Indiecade?

My only m8 fucked up his flight.
>>
>>160533023
The way Valve does it is split their codebase into 3 parts - client, shader and server.
It really depends on how complex your game is, though, this may be a huge overkill for you.
>>
>>160533207
true. i'd like it if there was an "advanced" toggle or something that groups everything into one script as a class or something.
>>
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Do Gamemaker fags use the drag and drop functions instead of code?

Is there any downsides?
>>
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>>160533419
s/shader/shared/
>>
>>160529219
new ideas that can work with my idea.
>>
>>160533231
I'm going to use a networking library that's for sure.

But the server binary has no need to know about camera, user objects, entities, graphics or anything. At least I think. There's so much that needs to be stripped out.

>>160533378
Yeah dedicated is my plan, easier than all the UDP hole punching and what not.

>>160533419
Interesting approach, I'll have to look into that.
>>
>>160533457
Only nodevs do.

Also, yes. It results in acute nodevitis.
>>
>>160532898
I love all of the environmental ideas, thank you!
can't believe I didn't think of tar pits

But I'm kinda split on dinosaurs for enemies.

My draft for some kind of throw-away story involves collecting lost dinosaur eggs so your dino-wife will stop bitching.

I guess other dinos would want those eggs too, though.

>>160533457
I'm not unless it's a temporary throw together to test something.
>>
>>160533457
upsides: you don't have to write code
downsides: you don't learn to write code
>>
>>160533457
Use GML if you can.

Drag and drop systems in general (Game Maker, Blueprints) require a lot more space to do what a single line of code can do.
>>
>>160533527
>split their codebase into 3 parts - client, [shared] and server.
This is precisely what I meant by >>160533231.
>>
>"dev" uses pre-built default scene designed to sho off how good the enigne can look as the sole room of his game
>get's lots of comments saying how fantastic it looks and giving all the props to the dev
who is this?
>>
>>160533612
you're really underselling how bad of an idea drag'n'drop actually is.
>>
>>160533686
bizarro sourcefam/mothdan
>>
>>160533501
>>160533654
This simplifies things, I'm not expecting much shared code but I guess I'll see.


>>160533378
>>160533231
Should the server be the one who runs the physics simulation or should it simply pass locations of the objects between clients?

If the server is running the simulation it only needs to pass locations one way, however it requires more processing on the server. I'll have to read up on some of this.
>>
>>160533725
It sucks but I've seen some incredible things done with just blueprints. I assume (maybe wrongly) that dnd in game maker is similar.
>>
>>160533154
Thanks, I'm glad you liked it.
>>
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while the boss fight gets faster, i didnt feel like it felt interesting enough. so once he speeds up, a bunch of bats start flying around (gonna make him yell in pain or something to justify the bats)
the only obstacle however is one bat that flies right about your head, but you wont get hit if you dont jump into it. the rest are just to add more chaos to the visuals.

>>160533457
i dont use it for anything. everything goes into the script editor.

the downside is that you get a lot less control and a lot less readability.
>>
>>160533787
Server should be the authority on everything. The client shouldn't do anything that actually affects the fairness of the game without first asking the server if it can.

So physics should definitely be server side.
>>
>>160533920
That complicates things.
>>
>>160533787
Everybody runs the simulation; the server is authoritative and overrides any deference. If the server did everything and the clients were simply dumb terminals, there would be a lot of latency on the client side.

A simplified explanation is that the server sends object states once in a while, and the client interpolates itself with that state and continues simulating. The clients only send inputs, which is all the server needs to carry out its authoritative simulation.

The hard part is dealing with latency.
>>
>>160531769
>Enginedev is the ultimate form of comfy.
Yes doing nothing is very comfortable.
>>
>>160533853
Is this Joseph Joestar
>>
>>160533804
GM's drag & drop system is just ridiculously unwieldy and limited and you basically need to use GML to get shit done with any kind of efficiency. Not to mention you straight up need to use GML to do some things like setting up object instances in the room editor (which in itself is pretty insane because then that code snippet is only going to exist in the room for that instance and you're not going to find it anywhere in the object dialog).
>>
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>>160534032
no hes sheriff harper (ignore the name and sprite in the image, its old)
>>
>>160534032
>JOseph
>JOestar
JoJo reference?
>>
>>160534003
>The hard part is dealing with latency.
Yeah this is stacking up to quite a bit of data transfer to sync the physics world. Nonetheless I shall attempt.
>>
>>160533986
Networking isn't easy. Even some AAA games have garbage net code.

It's easier if your game is co-op instead of competitive because people don't mind as much if someone starts lagging out.
>>
>>160534130
He looks pretty good, I love the old Castlevania feel
>>
>>160534228
Nah, compression is easy. I mean dealing with e.g. the fact that the server receives inputs 100ms after it needs to incorporate them into the simulation.
>>
>>160534368
If you have a ping of 100ms you might as well end the game.
>>
>>160534361
thank you anon
>>
~ Remember to save often! ~
>>
>>160534186
>could this direct reference to a JoJo character be a JoJo reference?
>>
>>160534237
It'll have co-op at some point but I fully desire a dedicated server based system. This game won't be especially competitive, it'll be more of a physics sandbox online with shooting, like garrysmod, just for me and my lads to muck around in.

>>160534368
If a player lags he'll be forgotten I guess.
>>
>>160534453
50ms, 100ms, conceptually the same thing.

>>160534584
If it's not competitive then drop the idea of a dedicated server. P2P is easier and better as it spreads out the computations and halves latency.
>>
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>>160532458
>https://itch.io/jam/agdg-dinosaur-jam/rate/98215
Really nice, really funky. I love it. However. When you click on the retry after completing the memory the game goes back to main menu and does not start a new game immediately witch you expect it to do. Fix that and its great.
>>
>>160534709
>If it's not competitive then drop the idea of a dedicated server. P2P is easier and better as it spreads out the computations and halves latency.
Nigga there ain't no way I'm programming a mesh network for a video game.
>>
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>>160534519
>taking the bait
reference?
>>
>>160532779
>>160532838
>>160533123
>>160533181
>>160533457
>>160533776
samefag kys your life is trash couldn't even make a map in garry's mod etc
>>
>>160534765
That's true, I'll fix that tomorrow. Thanks for the feedback.
>>
>>160534830
P2P multiplayer is nowhere near something like BitTorrent or cryptocurrency. It just means the players are connected to each other directly instead of through a dedicated, authoritative server. The only trade off is that it's less secure which doesn't matter if it's not competitive.
>>
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I added a particle system to game. And added a rocket launcher with it.

I am not happy with explosion, will try to make it less fiery and more explosion-y
>>
>>160534990
Doesn't a single client function as the host in this situation? I don't think I've ever played a game where I thought the online networking could be improved by adding match making.

Hell even dota2 puts you on a dedicated server once it finds players and if you play a custom game and get stuck with P2P it's laggy as hell.

I mean those are beafy servers valve runs but still.
>>
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Im trying to make the unpolished houses for a part of the map, but its looks too weird when all the houses are different or too big. Should i make just one house and put some of them around like a neighborhood, just making them a little different?
Any tips to this kind of stuff?
>>
>>160535073
nice progress
>>
>>160535073
rocket would look much better if it rapidly accelerated up to the speed cap
>>
>>160535326
ulillillia?
>>
>>160535432
I dont know, whats ulillillia?
>>
Anyone got some good professional letter examples?

I think I'm just going to write a letter to this idiot's mom and tell her that her son is literally breaking the law.
He's been at it for more than a year now so something has to be done or this general is not going to get better.
>>
>>160535392
yeah, I was thinknig about it. also I will add player speed to it as lateral speed which decelerates so it will slightly curve
>>
>>160535573
What are you going on about?
>>
>>160535573
Blake?
Dan?
Sourcefam?
>>
>>160535432
>no uli progress posts

WHY live?
>>
>>160535573
a basic letter structure should do the job
>>
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i think we're all set for now.will be greenlighting at the end of the week.

gonna compile a few webms to show off the current state of the game now.
>>
>>160535573
>>160535713
samefag kys your life is trash couldn't even make a map in garry's mod etc
>>
>>160533986
It's even more complicated - for practical reasons, you'll usually want the client to predict a lot of things.
So you might end up claculating the physics both on clients (prediction) and server (authority)
>>
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>>160532458

Really liked your game despite it just being a memory game. When i launched it it stalled on a white screen after the unity logo, i think it was just loading assets, but it might be something to look into.
How did you do the pop-up effect on the dinos?
>>
>>160535931
well the clients will be running the physics regardless, the problem is going to be syncing the physics which will be quite difficult, but doable(i think).
>>
>>160535326
Bump for replies.
>>
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>>160535751
I'm looking at all kind of police warning template like pic related.

Not going to pretend to be one or that would make me the offender instead but I think that using law terminology to describe what's he doing will hopefully make her take some parental actions.

I think everyone thinks that we need to do something about him but nobody is willing to take the first step so I'll do it.
>>
>>160535567
its a pizza degreasing method
>>
>>160535958
Thanks. Yeah I've sen the stalling myself, I'm not sure what causes it, I should probably look into optimization etc.
As for the pop-up effect, I simply parented the dino model to the card model and animated them together. I raise the scale of the dino model while the card is being flipped.
>>
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>>160534765
>>
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>Downloaded a Firefox addon that when enabled would block me from accessing 4chan, so I can work on my game.
>>
>>160536453
I want to fuck that parrot
>>
>>160534765
Isn't dangerous for birds to get their feathers dirty? Like, they can die if they can't fly. I understand that this is a domestic bird, but it should have this basic instinct. Is the life of a poor bird is so horrible that it wants to die?.. That's some real hard shit my dude-men.
>>
reek
>>
>>160533405
Sadly nah. Even if it's Europe, it's still a big deal to get to Paris.
>>
>>160535150
Not necessarily.
>>
>>160536267
>getting people to investigate AGDG
>>
>>160536963
Not so far fetched if some literally insane "person" made bomb threats or something.
>>
>>160536514
it failed
>>
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>>160535812
>>
>>160536669
choco bird is cgi, its from a movie

some waterfowl require a coating on their feathers to keep them waterproof, that's what you might be thinking of.
>>
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>>160537294

Fucking hell
>>
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>>160537294
>>
>>160536514
Now download an addon that blocks possibility to disable addons
>>
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>>160537646
that's the last one.
>>
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>>160532458
yeah boy saved the dinosaurs!
>>
>>160537892
What engine?
>>
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Joined the GMS2 beta to give it a spin.

Initial impressions confirm what others have been saying already, it's basically the same old GM except all the windows are now part of FLOWCHARTS.

There are a couple minor improvements here and there, like how roomspeed has been replaced with a global framerate setting and the room editor has a minimum viable layer system now.

Creating instance initialization code seems to be impossible right now though and there's a lot of other minor issues all over the place (like how you can't resize the event dialog horizontally).

The runtime graphics performance seems to have also gotten slightly better since it manages to push ~38K sprites instead of ~31K in this test now (though it still pales in comparison to C2's ~111K).

On the whole though it's really basically just the same old GM with a new layer of paint on it. Most of the issues brought up in this thread about GM still apply all the same in this brave new editor world.
>>
>>160537646
what a rad cube dude

looks great friend, I'm pretty confident the game will sell
>>
>>160537953
gms.
>>
Unity is literally the best engine.
>>
>>160538106
i disagree
>>
>>160537454
Oh, thank you, I always thought that it was a real birdo and I worried about it
>>
>>160538128
You can't disagree I said literally.
>>
>>160538315
your opinion is literally incorrect
>>
>>160537956
Well, that's really disappointing. The new UI is nice and I appreciate a new room editor though, but it doesn't look like the changes justify it much.
>>
>buy gamemaker
>they update it
>>that'll be $100+ tip again
>b-but I already own it
>>sorry u have to buy it again ;)
>>
Oh shit next ludum dare is Dec 9 coming up soon
>>
>>160538719
it's half off if you own GMS
>>
>>160538719
Welcome to allegorithmic products, every 6 months.
>>
>>160539151

But hasn't Game Maker: Studio been a thing for like 3 years?
>>
>>160539151
The good thing is that Allegorithmic hasnt' really added anything to Painter 2 that I would care about.

Maybe 8k support actually
>>
>>160539186
it was, it was also given away for nothing twice now
>>
>>160539403

Here's hoping they keep the same chill business model with GM:S 2
>>
>>160539495
You'll be waiting a long while for that - it's pretty obvious that the latest GMS Humble Bundle was strategically timed to get some cheap licenses out to people and then lure them to pay more to upgrade to GMS2. No way will they have a similar sale for GMS2 anytime soon.
>>
>>160502689
>>160503532
>>160503723
The banding is just blah
>>
>>160539732

Oh I'm talking about like, sticking with GMS2 for a long time and any updates made to that engine are provided free, and just leave it at a "buy one and you're done" thing.
>>
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3 days worth of progress
>>
>>160539854
Well, they've pretty much outlined the business plan for GMS2 already and it's indeed going to be one-time payments, although if you want to export to more than just desktops you're going to have to fork over a lot of extra dosh:

https://www.yoyogames.com/get2
>>
when does the sadness go away
>>
>>160540279
I am don't know
>>
>>160538719
>download Godot
>it's free
>they upgrade it
>it's still free
>>
>>160540279
Sadness stays in place, you must move on
>>
>>160540279
When you start using a real engine.
>>
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>>160540365
>write my own engine
>lifes good nigga.
>>
>>160540365
>but still not as good as a professional paid engines
>>
>>160540540
>it costs money so it must be good!
>>
Should I pay for a game designer or just wing it?
>>
>>160540680
>paying for a game designer
>not just ripping shit from deviantart.com
>>
Anyone want to clone Delver but better?
>>
>>160540650
>people who work on this gets the money and it's in their interest to keep the engine fresh and with modern technologies so people will buy it
>>
>>160540680
>pay a game designer
For what purpose?
>>
>>160540761
>>160540817
I'm talking about level design. Not graphic design
>>
>>160540365
if godot actually used a real programming language i'd try it.
>>
>>160540874
as opposed to GM?
>>
>>160540842
>level design
What genre are you working on?
>>
>>160540909
no I use Unity, I like C#

don't like GM either for the same reason
>>
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UI work is a bitch.

Anyways, progress:
+Game now scales at any resolution
+Implemented a turn order counter that gives you a good approximation of when that characters next turn will be and changes when you highlight over other characters OR if you select moves that will delay the characters next possible turn.

Coming along piece by piece.
>>
>>160540798
The people who make Godot are also getting paid and keep the engine fresh with modern technologies.
And it's completely free.
>>
>>160540909
Unreal engine faggot.
>>
>>160540874
http://docs.godotengine.org/en/stable/reference/_developing.html
>>
>>160540941
Just a generic mario clone. Small 60x60 tile levels
>>
>>160540874
>>160541001
You're in luck, C# is the next language they're going to support. It's still a ways off, likely early next year.
>>
I don't know if I should just use ue4's movement or blueprint my own. don't want acceleration/deceleration, just constant movement rate. suppose I could boost accel/decal to get the same effect.
>>
>>160541005
>m
>>
>>160541136
Yep! And also they allow binding of other statically-typed languages. Someone's been working on Rust support I heard.
>>
>>160540680
Aren't you here to design a game?
>>
>>160541009
but his post was in response to GM
>>
>>160541136
>C# is the next language they're going to support.
What the fuck is wrong with every engine using the same retarded language. Does microsoft pay them to add support for it?
>>
>>160541321
this is gamedev general not gamedesign general
>>
>>160540874
I heard you can use C++ in Godot
>>
>>160540495
>actually make games
lifes better nigga
>>
>>160541387
maybe cause it's actually a good language
>>
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>>160540495
>>160541456
>>
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Just finished a new boar enemy model. based off my pig of course. Gonna make the boar patrol instead of wait for the player like the pig does.

Boars are mad and searching, pigs are lazy so they wait.
>>
>>160541516
for video games its nothing special
>>
>>160542132
What is that level look like in the background?
>>
>>160541006
but there is no support for consoles
>>
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>>160542264
Its a WIP no bully.
>>
>>160542728
Woah that looks like
>>
>>160542662
It does though. But console licenses are difficult to work with
https://godotengine.org/qa/4018/does-godot-have-plans-support-exporting-consoles-ps4-xbox-etc
>>
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>>160542132
>>160542728
I love it
>>
>>160543334
>It does though

did you read that link? it doesn't.
>>
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>>160542728
>>
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>>160540207
>>
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My 3D game will look better with 2D pixel effects right agdg?
>>
>>160544074
Yes
If you trash what you have now and start over
>>
>>160541387
C# is probably the best-designed mainstream language around.

>>160542163
What is special to you? C# has garbage collection but also value types (which are stored contiguously when in an array), generators (yield), coroutines (async/await), functional programming stuff, it's easy to hotload for scripting, etc.

>>160542728
Really makes you think.
>>
>>160542728
NINTENDO CLONE REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
>>
>AGDG
>muh consoles
>>
>>160544074
>>160544237
>>160542728

I'm more upset at the fact that he uploaded another fucking gif. Bokudev you're uploading gifs on purpose at this fucking point STOP IT. Webm's only.
>>
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I'm using game maker.
Why does my character's pixel look so fucked when it moves?
>>
>>160544596
go to global game settings; graphics, untick interpolation
>>
I want to make a game where you're a guy shipwrecked in an island with deliciously thick brown native women
>>
>>160544596
unnaturally high contrast between player and background

just make your own engine
>>
>>160544747
What's stopping you?
>>
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Don't mind me, just testing webm

beginning water mechanics too
>>
>>160544747
There are games thats let you do this?
>>
>>160544596
High speed relative to sprite size and FPS.
>>
>>160544702
nah thats not it. The pixels aren't blurry. >>160544753
1. really?
2. good one
>>
>>160544845
MIXELS
>>
>>160545112
>caring about mixels in an amateur gamedev board

When will this tired meme die
>>
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>>160545112
There are bigger issues in my newbie game to worry about.

have a caveman though
>>
>>160545293
>not caring about mixels as a developer
When will this tired meme die
>>
>>160544842
Honestly? Art.
>>160544934
Unfortunately no, which is why I must create it.
>>
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>>160545345
>Thinking the presence of mixels will that negatively effect the success or goals of a game
>Thinking that 'as a developer' you should HAVE to eliminate mixels

ooooookay buddy
>>
>>160545636
HOly mixel that games art is trash.
>>
>>160544941
how do I fix it?
>>
>>160545636
No mixels other than the title superimposed over the game.

>>160545764
Up the FPS (looks like it could be at 30), if it's maxed out you either have to make it slower or up the resolution or it won't not look like that.

Or you could go with mixels.
>>
>>160544732
That's pretty cool
>>
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Apparently "disable exception handling for performance" is a meme
preshing.com/20110807/the-cost-of-enabling-exception-handling/
>>
Where can I learn to make a mobile game? Where do I begin? I'm not asking to be walked through it, but rather can you guys point me in the right direction?
>>
>>160547276
no art tho
>>
>>160547346
The same way you would a PC game, except you strip out the love and replace it with marketing strategy and psychological manipulation
>>
Post games with good lock on indicators
>>
>>160547751
Don't worry you shithead, I'm working on this letter >>160536267
>>
>>160544845
I recognize that bubble bobble sprite
>>
>>160547785
obligatory metroid prime
>>
>>160547991
My brother also noted the similarity when I asked for some feedback.

I don't care really but I'm surprised I didn't think of bubble bobble when I made it.
>>
>>160547785
You can't really beat Bloodborne or DS3. Simple and effective.
>>
>>160547508
Different guy here.
I'm actually trying to make a decent mobile game that would fit on the PC but I feel like making money off of it would be easier on mobile. N-not everyone is evil.
>>
>>160547785
that's funny, I was gonna ask the same question
>>
>>160544074

no, they should be 3d pixel effects
>>
>>160549294
Give me an example
>>
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gonna work on an interior area after I get enemy interaction figured out. I really like the 3rd person switch but it doesn't work for outdoor areas.

I had the ash as a particle system before but its too costly at the density I want, especially with the pixel snapping shader on it, so I just used layered textures with moving offsets.

>see that mountain? you can climb it
>>
>>160545636
Terraria is my favourite game, can confirm that pleb consumers dont care about mixels or even know what they are
>>
>>160549556

sorry. i was just shitposting again.
>>
>>160544074
your game gives off simplicity feel to it, and the camera is zoomed out, but that vehicle has a lot of detail making it hard to read
>>
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>>
Should you call glDeleteShader() for a shader object that failed compilation?
>>
>>160499952
>designing a character
>come up with cool name
>google it to know if ups for grabs
>its already a website
>open website
>wierd shady site about an unofficial art school with stolen gifs everywhere and huge click heres in blue
hu
>>
>>160521762
>I'm a girl btw
what did he mean by this
>>
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>>160551990
Well fuck let's try that again. Inventory puzzle logic works.

>>160552018
That's what I was wondering about.
>>
>>160551763
I'd assume if the shader failed compilation there's no data to be freed.
Check the docs.
Inb4 it's implementation specific.
>>
>>160552101
>using d2 sprites

placeholder or save compatible clone?

good work regardless
>>
>>160552101
>a girl that plays diablo just like me
OH MY GOOOOOD
i dont give a fuck
>>
>>160552101
I was just trying to do this,

would you be willing to upload it?
>>
>>160552432
looks like a simple matrix to me pal
>>
>>160552253
Placeholders. I'll probably render my 3d models into sprites later down the line.

>>160552432
>would you be willing to upload it?
Sorry, no but you probably wouldn't be able to make any sense of it anyway. It's all tied up to different systems of mine and on top of that has a bunch of messy code because I was starting to get fed up with getting it work.
>>
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>>160547785
>>
>>160552432
Anon it's just a 2D array.
To check if you can place an object see if any tile between [x to x+width][y to y+height] are occupied.
>>
>>160552570
It's actually all based on a list of items. The inventory doesn't have a grid representation of the inventory at all but each item holds their x and y coordinates and their heights and widths which are all used to figure out where items can be placed and where not.

A fellow aggydagger pointed me towards using basic AABB collision for this.
>>
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Worked on some effects yeaaahhh
>>
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>>160552804
I think it looks pretty reticulous
>>
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>>160551327
>>
>>160552804
>this image isn't in the archives
>it must be new
HE'S BACK

MODS

MOOOOODS
>>
>>160553109
Oh hey, you are still alive.
>>
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>>160553281
I pop up from time to time
>>
>>160553109
the cyan one that isn't electricity looks a bit lackluster, otherwise great

>that emote at the end
10/10
>>
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>>160552804
>>
>Unity foreach loops create garbage due to their ancient Mono
>use them everywhere

just fuck my shit up
>>
Incoming monkey meltdown in 3.. 2..
>>
>>160553502
Yeah, it does suck. I couldn't figure out what to do with it. Usually I'll have an "aha" moment, sooner or later as I'm working on sprites / animations, but it just didn't show up that time. I'll have another go at it sometime later
>>
>>160552804
delete this
>>
>>160553351
your game looks cool. you one manning it in game maker?
>>
>>160552804
please get rid of this
>>
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>>160553351
Is the game in pic related the same one or did they pass on the base sprite(s)? It's from 2012.
>>
>>160553938
>meth
Don't you mean math? As in bird math? :^)

Retard.
>>
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Implemented a basic diamond square generator. Added mirroring functionality.
>>
Does anyone else get issues in GM:S where draw_self(); disrespects the draw depth you have manually set? (even in create event)
How do you get around this? ...besides don't use GM:S
>>
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>>160553351
Your game is looking nice so far, mate.
>>
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>>160553885
It's made in Construct 2.

>>160554105
Yeah haha it's the same game, but different prototype I guess.
It took a couple of years to be good at enough things to decently 1MA things.
I still have that hourse gif somewhere on my backup drive
>>
>>160554493
draw depth in draw event is relative to the order you tell it to draw things, things later in the event are drawn higher

does that...help? I'm not sure what level of disrespect we're talking. If it's just cussing at you when you compile then ignore it and keep working.
>>
>>160554658
Oh no, you and Construct 2 guy are one and the same. That's a disappointment.
>>
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>>160554658
>It's made in Construct 2.
>>
>>160554808
I'm guessing there's a meme guy around or something? I don't stop by the threads too often, just only to post progress for my own game
>>
>>160552804
why is this allowed
>>
>>160554705
Sorry, I'll clarify.
I have enemy_obj, bullet1_obj and bullet2_obj for example. I have enemy set to depth=-600, bullet1 depth =-700, bullet2=-790.
Bullet2 is always behind bullet 1 regardless when spawned for whatever reason and bullet1 appears on top of enemy for a brief moment upon spawn (as intended) but then pops behind it (I can only assume it is because the enemy is refreshing its draw_self even though its depth should still be behind both bullet objects).
>>
>>160555079
there's a dude who recently started aggressively shilling construct 2 around here for some reason
it's not you, but i think you might know him
>>
>>160555079
Whew, nevermind then. Good luck wit der game.
>>
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Working on a boss sprite. It'll have a unique water sprite for the floor that hasn't been made yet so please excuse the blank floor
It's loosely based off of a bobbit worm
>>
>>160552804
What the fuck, man.
>>
>>160555242
Remind me of a boss from Metroid Zero Mission.
>>
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How does this look for a HUD? I moved the minimap to the top right and made a stamina (for sprinting) and hp bar (might make it only show when you're low on hp or have recently taken damage from something, and otherwise fade to transparent).

I was thinking of also having in the bottom left or right something showing which item you currently have equipped, which could be like a can for throwing, chloroform, rope, etc.

I guess I'll focus a bit on the stealth/kidnapping aspects this week?

What do you guys think?
>>
>>160552804
Sent. :^)
>>
>>160555145
Strange. I don't know whether this has anything to do with it, but I didn't draw_functions even worked outside the draw event (I believe I recall trying to use draw_rectangle in the step event and it didn't work). Perhaps using the draw_self in the create event is screwing with something? In any case it doesn't need to be there, because I sincerely doubt that it's accomplishing anything, unless I completely misunderstand how drawing works in general (and I'm pretty sure in this case that my understanding is accurate).
>>
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>work in retail
>hours shot up because of Black Friday/Christmas
>come home too exhausted to dev
How do I get more energy? I need to do Dino Jam.
>>
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>tfw too intelligent to make a 2D game
>>
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>>160552804
>>
>>160555627
Sorry, I will re-clarify because I am a dumb.
The depth is set in the create event, but draw_self is indeed in the draw event. The object depth is set I just want a way to get it to respect that depth in relation to OTHER objects also using draw_self with set depths.
>>
>>160555384
A lot of games have similar bosses
>>
>>160555079
>I'm guessing there's a meme guy around or something?
rotate is back with his whole danny/shitfam/sourcefam shitposting.
Right now he's trying to bully bokudev or any dev that doesn't use C++ like him even though he has no game.
>>
>>160555865

He doesn't even use C++ though, does he? I thought he used C (for god knows what reason)
>>
>>160555769
Is there some reason the depth needs to be set in the create event rather than in the object properties? I'd try that and see if shit is still fucked. If not, you've got a fallback. Otherwise it sounds like some easy-to-overlook mistake like some kind of inherited property or somewhere else that you're accidentally setting the depth.

If you wanna upload your project somewhere I can take a look.
>>
>>160555865
Exactly, danny. That is exactly what is happening.
>>
>>160552804
This is horrid. Absolutely horrid. Why would you post this?
>>
>>160555642
Coffee in the morning, and regular exercise whenever you can.
>>
>>160552804
>someone actually cobbled this horseshit together and then posted it on /agdg/

Why? Why do people do things like this? This is why we can't have nice things.
>>
opinions on unity 5.5?
>>
>>160556726
5/5 it's okay
>>
>>160556726
the perfect game engine, bar none
>>
>>160552804
what the fuck
>>
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>>160553351

that thumbs up animation at the end.

it's priceless
>>
>>160555865
This post is literally sourcefam. Feel free to ignore him like everyone else in his "life" does.
>>
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>>160552804
>>
>>160556970
Yes, mr. ashley. everyone is ""sourcefam""
>>
>>160556162
This is odd. I have removed depth entirely from all areas of each object and now everything is drawing itself correctly (bullets above target. I am still getting bullet 2 below bullet 1 and you need more visibility with bullet 2 because it homes in on you). Let me mess with it a few more minutes.
>>
>>160552804
Don't post here in my thread ever again.
>>
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Quit source memeing and post your progress
>>
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>>160552804
>>
>>160552804
dude weed lmao XD
>>
>>160555726
Don't worry, I got you
>>
>>160552804
This isn't progress.
>>
>>160557247
Don't forget that, in cases of objects with the same depth, instance spawn order determines what overlaps what. I don't think that's relevant here but I figured I'd mention it.
>>
>>160552804
Just sign the card already. You know you want to. :^)
>>
>>160552804
why is this so triggering to everyone idgi
>>
>>160552804
Can you fuck all the way off please?
>>
>>160552804
https://www.youtube.com/watch?v=tYKPdNvH800
>>
>>160558432

Anon-kun !

This video sickens me.
>>
What should I work on first?

>graphic design (characters, ground, etc)
>level design (placement of obstacles, level layout, etc)
>bug fixing
>>
>>160557867
Boom. Everything is fixed up now (setting bullet 2 to a high negative depth was still popping it behind the 0 depth bullet 1 but when I used a reference instead (if instance_exists(HUD){depth=HUD.depth+1}) it started popping above bullet 1 exactly the way I wanted. Thanks a ton for all of the help, anon. Happy devving!
>>
>>160557217
t. reek
>>
>>160558948

you already know the answer.

that's why you put it last on your list.
>>
I admire your creativity, monkey. You haven't used your old tired "this is a map I swear" level screenshots in a long time. But it's still the same tactic. Post something trivial and spam the bored with samefag replies to it for 3 hours a night.

But a new image? That's creativity. I am impressed, monkey. Carry on. :^)
>>
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Added something different..
May just drop double jumping in favor of this.
Thoughts?
>>
>>160559891
So now you're literally making Devil Daggers
>>
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>>160559891
Fuck yeah.
>>
>>160559891
I get primal satisfaction from firearm propulsion jumping in basically any form. Expect comparisons to the force-of-nature, though.
>>
>>160559891
Something about it looks off
>>
>>160559992
Really? I don't think I've ever seen the record holders use the shotgun jump in DD.
Plus it's very shoddily coded in DD as well, it has a very tight window upon jumping, and you can't re-bind the shotgun key either (seriously wtf), so you have to hit that small window while doubletapping slightly after jumping.
>>
>>160560128
Maybe the force it propels you at? I'm just working on implementing it right now.
>>
>>160560176
devil daggers didn't even invent that type of jump so whatever to that guy
>>
>>160560176
Double tapping?
>>
>>160559891
Make this a 3D platformer/shooter where the only way to jump is with that shotgun.
>>
>>160559891
Looks cool, but launches you waaaaaay too high to seem even slightly reasonable.
>>
>>160560330
Seems perfectly reasonable for an already cartoony game.
>>
>>160560376
>>
>>160560279
It does have a small forward + up boost if you blast the floor below you with the shotgun RIGHT after jumping.
If devil daggers has taught me anything it's how not to implement controls and depth into my game.
>>160560327
Sorry, meant quick tapping. Nearly as bad as having to tap.
For those that don't know, in DD you use 2 "weapons" 90%+ of the time, but they're permanently bound to the same key, where if you hold the button you shoot your machinegun and if you tap it you use the shotgun. It's extremely annoying.
>>
>>160560489
Sounds like a serious case of the git guds
>>
>>160560416
Well look at TF2, the cartooniest shooter around, the force of nature doesnt even launch you half that high, its more for maintaining altitude or making your initial jump stronger.
>>
>>160560624
As i said, i'm only in the implementation stage.
>>
ok reek
>>
>>160560674
That's why im suggesting you change it, is there really a time that's TOO early for feedback?
>>
I'm using Gamemaker and this is my very first game where I'm the programmer instead of the artist... so I've got my room and I have the code for switching from one room to the next, is it most elegant to just use a unique collider object for this room or should I make reusable code?
>>
>>160560624
That's a weak-ass argument and you know it. TF2 is ostensibly balanced for multiplayer competition, and if you're sincerely complaining about verisimilitude in this scenario then you're just being ridiculous.

"TF2 only had the shotgun launch the player THIS high, so that's going to be our standard for how high a shotgun is allowed to launch a player." Pfffffft.
>>
>>160559891

you should make a rocket launcher item that does this, this gun is too dinky for that effect
>>
>>160560846
This thread is dying. Post again in the new one:
>>160560376
>>
>>160560925
I'm debating what's within the range of useful height, but also cartoonishly fitting, the current height gives the impression that he just did an entire jump mid air, and not that he shot off a big gun,
>>
>>160560960
Yea, it'll have less power on the shotgun, but it's a pretty meaty weapon, so i want to equate it's jump power to that of a decent double jump.
>>
>>160560846
You only need one general-case "wall" object for most anything, since you can use the "tile" function in the room editor to overlay that object with different appearances. You can then, of course, have larger/smaller/differently shaped objects as necessary, but for regular ass walls of uniform block size, you only need the one object.

Unless you mean "an object for other objects to inherit collision from" in which case you still only need one of those.

You seem pretty green, so go watch some Shaun Spalding/Tom Francis/Heartbeast tutorials.
>>
>>160559891
I love it
>>
>>160547276
You shouldn't have exception handling in main game loop if possible. Only when loading assets and the like.
>>
>>160559891
maybe have that but as like a power the character has instead of the gun.

something like bioshocks plasmids and shit
>>
>>160558948
Having the graphics ready (at least partially) helps a lot, unless you are planning on using placeholders until then.
>>
File: 2016-11-18 20-48-07.webm (333KB, 1120x700px) Image search: [Google]
2016-11-18 20-48-07.webm
333KB, 1120x700px
REEEEEEEEEEEEEEEEEEEEEE!!!!!!!!!!!!!

WHY ARE MY PIXELS FUCKED UP I THOUGHT GAMEMAKER WAS SUPPOSED TO BE EASY. WHY ARE MY PIXELS DISTORTED???? REEEEEEEEEEEEEE.
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