[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y ] [Search | Free Show | Home]

/AGDG/ - Amateur Game Development General

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

Thread replies: 808
Thread images: 139

File: game.jpg (73KB, 1280x720px) Image search: [Google]
game.jpg
73KB, 1280x720px
DON'T UPLOAD YOUR DEMO IF YOU BOUGHT ASSETS

> Next Demo Day 12 (SOON)
itch.io/jam/agdg-demo-day-12

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

> Play Dinosaur Jam
itch.io/jam/agdg-dinosaur-jam

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

> Previous Thread
>>164610479

> Previous Demo Days
pastebin.com/i0W2tVRS

> Previous Jams
pastebin.com/wUh6itNN

> 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
>>
File: 21433254151.png (66KB, 631x764px) Image search: [Google]
21433254151.png
66KB, 631x764px
>>
>haxe
>engine
pick one
>>
>>164676016
I'm not going to make it to DD12!

Kill me!
>>
>>164676146
fuck off you hyper pedant
>>
>>164676150
what gaem
>>
>>164676056
Posted at the wrong time and I forgot pic.
>>
>>164676016
>shittiest laziest possible OP pic
>shitpost directly in the opening line
Today OP was a kill yourself
>>
>2 days
>>
>>164676085
It's telling that out of all the games in /agdg/, there's just one that makes progress every single week and it produces such impressive results.
>>
>>164676201
[/spoiler]Not a School Shooter

I'm a college student and I have a lot of interviews, last year, and the day before DD12 I'm going to be in Seattle interviewing for 3 days.

As well, I've been extremely busy working on my other project (that I don't post here) because we received some advice from some actual developers and we're trying to implement their ideas.
>>
>>164676334
Why is it not yours?
>>
>>164676334
>there's just one
found the dude who checks the thread once a week
>>
>>164676379
Wow I fucked up the spoiler

Just kill me again famalam
>>
>>164676379
>that I don't post here
>we
Dropped
>>
>>164676146
>>164676196
Who in agdg is using haxe?
>>
>>164676563
literally nobody cares if it's an engine or a framework or a library, fuck off back to >>>/g/dpt
>>
File: faildress.gif (1MB, 327x398px) Image search: [Google]
faildress.gif
1MB, 327x398px
>>164676016
>Matchmaking is improved (potentially fixed)
>Dont have any way of testing it yet tho
>2 more days and ill know if i fixed it
>Still got some more work i want to do server side
>Made some progress on my first race track
https://youtu.be/ml43w2Fseik
>>
File: savepoint.webm (392KB, 800x440px) Image search: [Google]
savepoint.webm
392KB, 800x440px
Kinda pseudo progress, but I created a dummy savepoint which I can use until I actually make a model for that thing.

It also plays soothing nice music when you approach it.
>>
>>164676379
you can make the page now and just hit publish on the airplane

Microsoft? good luck famalam
>>
>>164676334
Not to be rude but I don't even recognize that game. Then again I'm blind to most 2D games.
>>
File: artist-bg.png (2MB, 2000x720px) Image search: [Google]
artist-bg.png
2MB, 2000x720px
Threadly reminder :

https://www.youtube.com/watch?v=046Peo76efA

If you need music for your game, we can make it for you.

Extra low prices per track for you only, aggydaggers.

Contact me at [email protected]
>>
>>164676648
comfiest fucking thing i ever laid eyes on
>>
>>164676642
I was just asking.
>fuck off back to >>>/g/dpt
I guarantee that's where you need to go, not me.
>>
>>164676831
>NO U
wow haven't seen that one in a while now fuck off
>>
>>164676648
Remove 4 small things, paint it green and put it above players head
>>
>>164676742
can u use famitracker
plz show example
>>
>>164676742
Price per song?
>>
everyone knows that Unity is the only way to make a game

name even one indie game made in anything other than Unity

you fucking cant

even AAA studios are all switching to Unity

anyone "using" anything else to make a ""game"" needs to fuck off because they have no game and are a nodev
>>
There is a secret down there
v
v
v
https://clyp.it/3xeenp5u
>>
>>164675553
OK thanks for the hints
I will see what I can do
>>
File: new followers.png (26KB, 600x258px) Image search: [Google]
new followers.png
26KB, 600x258px
>mfw getting interviewed by a gaming magazine about my game soon
time to pack my pockets with spaghetti
>>
>>164677017
RoR was from GM i think, shitpasta-san
>>
>>164676563
I don't think anyone has used it in the whole history of AGDG. Before Unity and UE4 took center stage everyone was using either regular Flash or native OpenGL.
>>
>>164677017
People like you are what make Unity devs look bad. Just shut the fuck up and make your game.
>>
File: indiancrying.jpg (75KB, 475x358px) Image search: [Google]
indiancrying.jpg
75KB, 475x358px
>none of my gamemaker export modules transferred to gms2.
they are going to jew me out of ANOTHER 500 bucks.
>>
>>164677115
Which one?
>>
>>164676742
>>164676989
Just watched the video
What's a price in the general ballpark for a generic song not too complicated but not too simple?
>>
File: sensiblechuckle.gif (993KB, 250x250px) Image search: [Google]
sensiblechuckle.gif
993KB, 250x250px
>>164677017
>>164676841
Where did the Unity touch (You)?
>>
>>164677119
where is your game?

>>164677183
where is your game?
>>
>>164677360
where is your game?
>>
>>164677425
where is your game?
>>
File: 0498534095.jpg (13KB, 440x360px) Image search: [Google]
0498534095.jpg
13KB, 440x360px
>>164677183
>implying
>>
>>164677265
rip monies.

https://www.youtube.com/watch?v=rfaa0Sjczik
>>
what's an all-over amazing dev laptop? i've been using the same faggotbook since 2008 and need to upgrade but the latest apple reveal looks like such shit i think i'll switch back to pc. anybody have an opinion on a good programming laptop?
>>
>>164677115
Neat
>>
>>164677329
>>164676989
>>164676742

That would put you around 50 dollars, even though these terms are pretty vague. What sort of music do you want exactly?
>>
>>164677140
>I don't think anyone has used it in the whole history of AGDG
Figured as much.
>>
>>164677360
werkin on learning how to like make it, you attempting to change topics doesn't make my answer less valid.
>>
File: think.jpg (21KB, 480x360px) Image search: [Google]
think.jpg
21KB, 480x360px
>>164677491
for me its the thinkpad 390
>>
>>164677491
I use HP elitebook 8770w.
Got mine for $900 a few years ago, its gone down to $400 on ebay
>>
File: characterss.png (39KB, 633x599px) Image search: [Google]
characterss.png
39KB, 633x599px
>>164677304
Kill Screen, I know the interview won't be a game-changer for the project but any recognition is good, I guess.
>>
File: bagina.jpg (21KB, 985x557px) Image search: [Google]
bagina.jpg
21KB, 985x557px
I have urges I don't want to have.
>>
>it's another shitpost about Unity because you've never made a game in your life and need something to focus your self hate and dissapointment on episode
UNITY DROP KICKED MY HAMSTER AND LAUGHED RIGHT IN FRONT OF ME
my friends told me not to get involved with a meme physics copy paste engine
i didn't listen
and now squibbles paid the price ;_;
>>
File: goodbye.webm (3MB, 1280x720px) Image search: [Google]
goodbye.webm
3MB, 1280x720px
good by e
>>
>>164677360
I was working on it until I had a roadblock and nobody answered my question.
>>164676206
>>
>>164677853
did he died
>>
Where do you guys go to find potential musicians? Or do you do all the music yourselves?

I really want to see if I can find someone who can make me music that is Gust Tier or at least around that level.

https://www.youtube.com/watch?v=EiY90tLXkBE&list=PL258Gqv0lYXkFAD_eXI8oymzdFmPeCQDs
>>
>>164677926
>Where do you guys go to find potential musicians?
bandcamp.
There are people there that really make great music.
>>
>>164677912
no
just logged out
>>
>>164677331
>>164677425
>>164677443
>>164677617
>>164677896
>no game
why are you posting here on a game dev board for game devs when you have no game and are not a game dev
we dont need you here
we dont want you here

just get OUT
>>
>>164677825
Oh shit, the comedy man is back xD
>>
Unity kidnapped me and scalped me on facebook live yesterday. It was not cool.
>>
>>164677730
Maybe it won't be, but I guess you are achiving that way much more than most of anons, so keep going. You are on good path to success.
>>
>>164676742
Do you do gachi?
>>
>>164677853
I enjoy your game, especially knowing it's an irc client

with wizards
>>
>>164678021
because I'm devving a game, silly~

currently just a little twinstick shooter to build up some fundamentals, but hey!

all beginners at some point, etc.

c'mon shitposter-kun-baka-senpai-senpai, try to be a little more positive about things!
>>
>>164677596
>What sort of music do you want exactly?
I don't really know at this point, I'm just curious what it would cost.
Thanks for the answer
>>
>>164678332
where. is. your. game?
>>
unity slapped my breakfast out of my hands onto the kitchen floor and didn't even look me in the eye when he did it
>>
>>164676742


>>164676980
We have not used famitracker before, but we are very familiarised with the tracker workflow, as many of us work with Renoise, and some of us have spent a fair amount of time making music on Amiga back in the days.

What do you need?

>>164678216
Gachimuchi?
>>
>>164677853
is this runescape
>>
>>164678443
>he
>>
File: JERK.gif (1MB, 399x224px) Image search: [Google]
JERK.gif
1MB, 399x224px
>>164678443
You too? He looked me in the eye and was literally overjoyed when he did it. Should have expected as much from a bloated commercial engine.
>>
>>164677115
You deserve it.
>>
>>164678627
>Gachimuchi?
Yeah
>>
>>164678279
thanks buddy
>>164678648
no its wiz MUD
>>
Unity kicked me in the balls for not sucking her commercial dick
>>
>>164677115
Wow, your PR game is growing strong anon. Congrats!
>>
>>164678782
half of the things visible there are stolen from runescape though
>>
unity doesn't even listen when i talk to her but when she wants to tell me something i'm supposed to listen?
literally thinking about uninstalling her tonight and making my own engine.
>>
>>164678916
we r not a gang of thieves how dare u
>>
>>164676742
>>164678776

Nah that is plagiarism, son.
>>
>>164678120
oh shit senpaitachi I heard about that
>>
Unity's shemaleboipussy is way too big for my dick, i think s/he's seeing lots of other men
>>
File: findthebug.png (12KB, 556x213px) Image search: [Google]
findthebug.png
12KB, 556x213px
what's wrong with this code?
>>
In GMS, how come
(grid[# xx,yy]) =
won't let me input a string? It throws a "variable not found" error.
>>
File: 1476192694539.jpg (42KB, 380x400px) Image search: [Google]
1476192694539.jpg
42KB, 380x400px
how exactly is the work flow for animating? I have a rigged model. but what now? just make keyframe animations by manually setting every keyframe? using some control rig? how do you guys do it?
>>
>>164680768
I used Spriter and watched their tutorial. It's easier than I expected.
>>
Just got rid of all per frame allocations from raycasts and removed GetComponent() calls during update by caching and accessing stored references via hash lookup.

code is now a billion times faster.
feels gud
>>
>>164680685
use ds_grid_set
>>
>>164677115
Watch out, Dwayne Johnson might sue you for image theft.
>>
>>164680826
really makes u think
>>
>>164680826
everything over O(1) should be considered illegal
>>
>>164677853
what is this made in?
>>
>>164681026
My progress is O(0)
Beat that.
>>
>>164681109
unity
>>
File: control.webm (827KB, 1280x720px) Image search: [Google]
control.webm
827KB, 1280x720px
>>164680768
I don't know how complex your rig is but I recommend setting up control curves so you don't have to touch the joints themselves. As for keyframes just set the blocking frames first, then refine. Here I only have 2 blocking frames but there is still semblance of movement.
>>
>>164681417
nice, how hard was a chat to implement?
>>
>>164680768
i recommend you watch a couple tutorials and copy more experienced people
>>
File: IkduMb3.gif (492KB, 441x268px) Image search: [Google]
IkduMb3.gif
492KB, 441x268px
>>164681417
>>
File: wfeer.png (43KB, 643x679px) Image search: [Google]
wfeer.png
43KB, 643x679px
>>164681685
not that guy but i implemented a chat before, it was really easy pic related
>>
File: gm8.png (28KB, 250x250px) Image search: [Google]
gm8.png
28KB, 250x250px
>>
>>164681761
i'm sick of this pic
>>
>>164681901
Excellent.
>>
is it ok to make games you suck at
>>
>>164682406
by the time youre done making it you'll be a pro
>>
>>164682406
Is that possible?

>>164682458
>>
>>164682458
i doubt it
>>
>>164681761
Starting to think this is a complex plot to make people watch Twin Peaks.
>>
>>164680283
it's i++ not ++i
>>
>>164681701
>welcome to this 2 hour tutorial I will talk about stuff I dont need to know
>obnoxious music starts playing while dude clicks something for 30 minutes
like those?
>>
>>164681846
>#region Chat

Triggered
>>
How do I make GM shaders that affect different pixels differently? I've only ever successfully made ones that affect the entire sprite
>>
>>164682574
There's literally no difference in the context of a for loop.
>>
>>164682406
How do you even know if you balanced it right then?
>>
>>164678998
>tfw Godot-chan listens to everything I say
I could never ask for a more perfect engine
>>
>>164682905
there is
>>
>>164682851
// Output pixel
PS_OUTPUT Out;
Out.Color = tex2D(Tex0, In.Texture);

float sum = Out.Color.r + Out.Color.g + Out.Color.b;

// Blue Dark
if (sum>0.815f && sum<0.816f)
{
Out.Color.rgb = BlueDark;
}

// Cyan Dark
else if (sum>1.129 && sum<1.130)
{
Out.Color.rgb = CyanDark;
}
return Out;
}
>>
Whats with the wave of unity shitposting? It's one of the few engines that is OK for 1MA.
>>
>>164683236
Good thing you're contributing
>>
>>164681846
thanks :)
>>
>>164683236
just the same 2 or 3 devs that tried it, failed miserably and now shitpost about it in an attempt to drag everyone else down to their level.
>>
>>164683236
Unity is the ONLY way to make a game!
>>
>>164683236

some cunt in the last thread was bashing it based on it "doing 3d math even in 2d mode" or some bollocks
>>
>>164683236
you could say it's a UNITY of SHITPOSTERS
>>
>>164683492
Unless it's one guy, which it usually is
>>
>>164682851
okay, so this detects it based on the color of the pixel, pretty cool, thanks!

But what about based on pixel location, regardless of color? Which also begs the question how do GM shaders handle pixel placement, because I can't get it to detect jack shit
>>
>>164683560
the joke wouldn't work if we made reasonable assumptions
>>
>>164678916
where can i play
>>
>>164683623
Like Unity
>>
>>164683595
>But what about based on pixel location, regardless of color?
sorry i dont know about that.
I just posted an old pixel shader I made from when I was using MMF2

you can try messing with them I suppose
https://a.pomf.cat/gjghmx.zip
>>
>>164683560

there were multiple posters, I was one of them.
I was, however, only defending unity-chan's honor.
>>
>>164683236
>implying Unity is not in fact a horrible engine who treats people badly
Go ahead and test that theory. You'll end up like the rest of us.
>>
>>164683784
I'll check those out, thanks!
>>
>>164684223
#broken
>>
>>164683860
She has no honor. She's a black widow.
>>
File: 05012017_icewyrmcore.webm (619KB, 640x480px) Image search: [Google]
05012017_icewyrmcore.webm
619KB, 640x480px
it can't be bargained with. it can't be reasoned with, it doesn't feel pity, or remorse, or fear. and it absolutely will not stop... ever.
>>
>>164683169
Not in that case.
>>
>>164684647
RUN COWARDS
I HUNGER
>>
>>164684591

>not wanting a sexy black widow girl to suck the life out of you

virgin detected
>>
>>164684882
>wanting a black girl
that's racist
>>
File: run.webm (420KB, 1920x1080px) Image search: [Google]
run.webm
420KB, 1920x1080px
>>164684647
how do you aim? does it always aim at your mouse cursor? always at the boss? are there none boss levels? how do you aim there?
>>
File: 11092016_controls.webm (243KB, 640x480px) Image search: [Google]
11092016_controls.webm
243KB, 640x480px
>>164685483
mouse/right analogue stick
>>
>>164685834
Is this xbox controller only? Otherwise I have no idea how you could make default mapping for regular gamepads.
>>
>>164686017
GMS seems to only really support xinput right.
>>
do you guys have some tips on how to become a yesdev
>>
>>164686017
Controllers these days are all Xbox-compatible. Nobody even sells anything else anymore.
>>
>>164686115
work a little every day, even 15 minutes
>>
>>164686115
masturbate a LOT so you don't get distracted
>>
File: 2190416-peter_molyneux.jpg (74KB, 463x372px) Image search: [Google]
2190416-peter_molyneux.jpg
74KB, 463x372px
>>164686115
Get a job.
>>
>>164681585
Dude, that looks absolutely terrible.
Drop the control curves, and you'll probably have an easier time trying to force it to move the way you want.
>>
>>164686115
Unironically install and learn Unity.
>>
>>164686115
Just stop being a pussy and make a game. It's not that hard. I'm the biggest loser I know and even I've made a game.
A game isn't going to magically appear in front of you for you to publish, you actually need to put in work and if you're incapable of working, find something else to do.
>>
>>164686115
Download an engine, download the documentation. Take your router and throw it in the trash.

Now you can work without distraction and actually make game.
>>
>>164686162
I want to go back to xinput since it simplifies everything by having a standard input layout but I still use generic controllers and like them so I'm torn.
>>
File: Gem_materialTest4.png (227KB, 454x376px) Image search: [Google]
Gem_materialTest4.png
227KB, 454x376px
These look sufficiently Spyro now, right?

God, I hope this translates well into Unity materials
>>
>>164686475
>Download an engine, download the documentation. Take your router and throw it in the trash.
That would be a fucking nightmare.
>>
I'm trying to implement these sweet ass ease functions, yet there's something wrong.
http://gizma.com/easing/

They work, and looks amazing on 60FPS, but when I release the cap and reaches ~800, that smoothness disappears and it looks like it snaps to place almost instantly. Aren't these functions supposed to be frame rate independent?
>>
>>164686687
The shapes look good. But Spyro didn't really have reflections or anything. I think the gems were just a solid color and had very bright white highlights
>>
>>164685834
Hey, I love Monolith and play the demo for fun, still haven't beaten it. Just letting you know about a weird bug when trying ot play on a laptop where shooting locks up sometimes.

Works fine with a controller, so it might just be my shitty laptop keyboard/input?
>>
>>164687158
I know. It won't be on the same level of tech.
I just really like nice gems, though.
>>
>>164687209
would need more info, when does it look up?
>>
>trying another 2D indie game
>it's just a megaman clone
>horrible framerate

How in the motherfucking holy bullshit can you fuck up that much a goddamn 2D game?
Holy fucking shit.
Optimize your fucking game ffs
>>
>>164687287
Ah, wasn't sure if you were the dev making the PS1 style game or not.
>>
>>164687356
what game
>>
>>164687158
>>164687386

I wonder how they did those highlights.
I don't think there was any light sources in Spyro at all, so it couldn't be reflections(?)
>>
this might be it friends, i might be about to actually publish a game for the first time in my life. can you believe it? i can't. it only took like 2 years.
>>
>>164687609
what gam
>>
>>164687609
Mind to show us? Congrats, nevertheless.
>>
>>164687652
>>164687659
no i'm shy. also, that was really misleading. i failed for two years because i kept getting overwhelmed by scope. what i really meant to say was that i actually just prototyped something for the first time which is totally feasible to do.
like, if i don't finish this, i'll never finish anything.
>>
>>164687440
Some shit I found on tigsource
>Metaloid:Origin
>>
>>164676016
Reading through C++ exercises, is it fine if I ask questions on some minor stuff here, or should I just use stack overflow?
>>
>>164687936
>>>/g/dpt/
>>
>>164687984
Appreciate it.
>>
>>164686402
well i'm the biggest loser i know and i still haven't made a game.
I'm incapable of doing anything for myself, it's fine when i do something for others, i actually try then but when it's for me i'm like, meh i don't need this, even though creating a game is my dream.
>>
File: Capture.png (933KB, 1919x1028px) Image search: [Google]
Capture.png
933KB, 1919x1028px
Space jam when?
>>
>>164687509
difference of
reverse of screenspace direction
and the vetex normal
multiplied by white
>>
>>164676742
How much do they pay you for shilling?

No hard feelings, just curious
>>
>>164688341
Like 6 months ago?
>>
>>164687509
The same way you'd light anything?
>>
Question :
When using scripts in gamemaker, do i have to pass variables or does the script automatically use the variables from the executing object?
>>
>>164688354
>reverse of screenspace direction
Sorry for being an idiot, but what does thta mean?

>>164688636
There were no lights in Spyro.
>>
>>164688337
well dreams don't come true if you don't even try
>>
>>164688750
like i've stated before i can't do shit for myself.
I'll probably just make someone else's dream come true before mine.
>>
>>164688728
Lighting is just vector math. Probably they just used a constant direction as the light source for gems.
>>
>>164688869
That makes sense.
I wouldn't know where to begin to recreate that, though.

Maybe Kada (the programmer) could figure it out.

For now, I hope these gems will do.
>>
>>164688728
-camera.direction
>>
>>164688669
anyone?
>>
File: LowPoly - 7187718665.jpg (84KB, 600x600px) Image search: [Google]
LowPoly - 7187718665.jpg
84KB, 600x600px
Mecha jam fucking when?
>>
>>164676742
Sounds like Jukedeck-quality to me.

The video was more impressive than the sound, to be honest.
>>
lewd jam when :3
>>
>>164689038
If you're using Unity surely you could just draw most objects unlit and use a single light for the gems. Then you wouldn't have to touch shader code or your own lighting calculations (not that it would be particularly difficult).
>>
>>164688669
>>164689149
I don't know, but you should everything the script uses in anyways. It's good practice.
>>
Implemented some more things from the Post DD11 to-do list.

Buffed [Cyan]'s anti-bully meter so now it should be way harder to cheese him with spamming up-ice just before he does any attack, and now when he is 'resting', he will get out of that state faster depending on the damage he takes. Hopefully, he's a bit more aggressive in general. Also when you die, he stops attacking to attempt to prevent accidentally killing himself with his bomb attack. I'll probably hold back on giving him a new move until I redesign the first boss and add some basic enemies.

[Shade] now has a longer cooldown between attacks in later phases. I really need to redesign that boss from the ground up but I'll have to do that much later.
>>
strawberry jam when mmm yummy
>>
>>164689061
Thanks

>>164689289
Yeah, that's the kind of hacky solution I was thinking about, but it's not quite the same since you still use an actual light to calculate the shine.
Not that one single light should matter to optimization in this day and age.
>>
>>164689191
what lighting model did you use for that?
>>
>>164689518
>it's not quite the same since you still use an actual light to calculate the shine
There's literally no difference to using a built in light or doing your own calculations, unless you want to do a type of lighting that Unity doesn't give you.

How do you think Unity lights are implemented? It's all just vector math, like I said.
>>
>>164689560
it's not his...
>>
>>164689652
I don't know shit, Anon - I just assumed that using a light source in Unity would force a lot of rendering and calculation calls which we won't actually use.
I also thought that it would force each object to calculate its own illumination, instead of having one calculation shared by all of them.
>>
>>164677115

So obviously your game is deserving of press, I don't want to take away from that.
But how did you manage it? Did they approach you or did you pitch it? Is it a niche publication?
>>
>>164689253
I need a couple more years to hone my art skills before another lewd jam
>>
>>164689829
>I just assumed that using a light source in Unity would force a lot of rendering and calculation calls which we won't actually use.
Unless Unity is programmed by literal retards, there will be no lighting calculations done at all for objects with unlit materials.

>I also thought that it would force each object to calculate its own illumination, instead of having one calculation shared by all of them.
You can't share specular lighting calculations anyways, and even then that basic lighting is so cheap you might as well not even bother trying.
>>
>>164688868
>>164686115
You have adhd and need ritalin, t. knower
>>
>>164690106
>Unless Unity is programmed by literal retards

;^)
>>
>>164689912
>how did you manage it
Pure luck really, the editor found the game randomly and liked it enough to write me an email
>"I just came across Kyōfu no sekai on itch.io and would love to write an article about it on Kill Screen."
>>
>>164689428
do you not care about making the hitbox precise?
or even making it into a (semi)circle?
>>
>>164690486

it's an agdg miracle
>>
>>164690201
i don't know man, half of the symptoms don't suit me, while the other half kinda does.
>>
>>164689428
Wow, the little bit of shake is making this look nice. I want to say grittier, almost
>>
>>164686687
purty
>>
File: THERE CAN ONLY BE ONE.webm (910KB, 960x540px) Image search: [Google]
THERE CAN ONLY BE ONE.webm
910KB, 960x540px
I accidentally made Whimp into a being of pure energy
>>
>>164690812
>>
A few questions
Should a platformer have stairs or are they not necessary?
Should a platformers level layout follow logic or can it be like metroid where it's just random levels connected.
>>
>>164690550
I suppose I can make the melee attack hitbox a semi-circle. I never really thought about it.

.>>164690652
Thanks anon.
>>
>>164690652
not necessary
follow logic
>>
>>164691130
Does your game need stairs?
Does your game need a logical level layout? How the fuck is Metroid world design illogical?
>>
>>164690106
>Unless Unity is programmed by literal retards, there will be no lighting calculations done at all for objects with unlit materials.
That's not what I meant.
I meant that I thought Unity probably preload a lot of light systems, when all we want is a simple, colourless shine.

>You can't share specular lighting calculations anyways, and even then that basic lighting is so cheap you might as well not even bother trying.
Okay, that's nice to know!

>>164690805
Thanks!
>>
>>164691163
I wouldn't do the semicirce thing until you've finalized animations. That can always be tweaked, and rectangles are easier to manipulate
>>
>>164691203
>>164691130
>>
>>164691240
>when all we want is a simple, colourless shine
Then you may need a simple custom shader. Probably the specular component of Phong shading (or Blinn-Phong) will look decent.
>>
>>164691332
Noting that down. Thanks a lot!
>>
I just "refactored" by deleting 600 lines off of my 2400 line file and breaking the rest up into 10 files. That's what happens when you work on a 1024x768 screen
>>
>>164691227
I mean it's just levels connected, when say in castlevania sotn, every part of the castle follows logic.
>>164691203
all right, how do i go down in a forest level when it's just a forest, i can't just make a hole in the ground, jump into it and you're a new forest themed level.
can i?
>>
>>164691597
in a forest you climb trees and go underground, duh
>>
I should work on my game instead of running quests on /qst/, but the latter is way easier.
>>
>>164691597
If you want you can just start the next forest with you getting out of a hole or cave
>>
>>164691685
that's the thing, i don't wanna climb trees cus it's stupid and i already have something for underground.
What i need now is something so i can make the forest not a linear level layout.
Anyone got ideas?
>>
>>164691597
cave forests are a thing, you know
>>
>>164691597
Kirby: Amazing Mirror used vertical movement in game to denote both vertical and north/south movement in the world. As long as you're internally consistent you can do stuff that doesn't make much sense in reality.
>>
>>164691739
Incorporate those quests into your game
>>
File: blast out.webm (2MB, 804x506px) Image search: [Google]
blast out.webm
2MB, 804x506px
So I've created a very basic version of blast corps, I think this game could be fun
>>
>>164691739
turn one of those quests into a massively popular webcomic, run a kickstarter for 2 million dollars, and then pay someone else to make your game
>>
File: feels cube man.png (3MB, 1429x1256px) Image search: [Google]
feels cube man.png
3MB, 1429x1256px
Was gonna make an awesome game with an artist friend based on this whole cube universe world he's been creating and drawing since he was 11 but he is too lazy to actually put in the work it requires to draw the art for a videogame even though I would program it all.

/blog
>>
>>164691828
I've got a ton of ideas
>>
>>164691831
what do you mean? enter a cave and it's forest themed?
>>164691836
that's not what i mean.
yes a level can have multiple platform heights but how can i go down in a forest themed level so it still makes sense(and continue with the forest theme)
>>
>>164692090
Artists are lazy fucks. I should know, I'm one.
>>
>>164691828
Maybe forests are just a really bad choice for a level theme, if you want a veticality and not climb trees? Caves, castles, spaceships have a room structure that allows rooms to be placed arbitrarily, as rooms within a closed space.

There's a reason why platformers are usually in caves
>>
>>164692197
>how can i go down in a forest themed level so it still makes sense(and continue with the forest theme)
You just roll with it.
>>
>>164692197
>how can i go down in a forest themed level so it still makes sense(and continue with the forest theme)
Do it like shadows over mystara
>>
>>164692312
that's not platformer
>>
>>164692197
>>164692240
Also if you really want a "realistic" excuse that bad, just make it a forest with lots of cliffs and shit.
>>
>>164692212
but my game's idea really favors dark forests and i want it to be a serious game so the level design has to follow logic
>>
>>164691828
SMW reversed loading zones in vertical oriented levels
>>
File: 1483035476215.jpg (212KB, 1024x768px) Image search: [Google]
1483035476215.jpg
212KB, 1024x768px
>he literally posted this here

Ugh. Sad.
>>
>complained about emoticons
>he's been using a different one on each post since then to get past the filter
And you're probably proud of yourself. But they are not infinite.
>>
>>164692460
So? It's side view, unless you're plataformer isn't side view it doesn't matter
>>
>>164692608
>>164691828
by that mean the level loaded areas when you move vertically
tho I don't know if that's in any way relevant or useful
>>
File: 1440566866321.jpg (30KB, 403x497px) Image search: [Google]
1440566866321.jpg
30KB, 403x497px
>>164692640
>>164692650
>>
>>164692574
You could make all vertical transitions between rooms happen on stairs / ramps, with an implied movement on the z-axis. Still doesn't solve jumps within a level, though
>>
>>164692650
OwO
>>
>>164692650
In the event we run out of emoticons it's possible to post images of them
>>
>>164692732
>>164692608
hmmm maybe having an actual level map could be useful, i could dodge a shit ton of logic and add level variety.
>>
File: 1462891507365.jpg (4KB, 244x206px) Image search: [Google]
1462891507365.jpg
4KB, 244x206px
what the fuck is data-oriented programing or data-driven programming?
every smug asshole talks about it all the time and nobody explains what the fuck it is
>>
>>164692650
(くまくま━━━━━━ヽ( ^(ェ)^ )ノ━━━━━━ ロリロリ!!!
>>
What variables would I use if I'm refering to an objects angle, not the angle of an object? I'm trying to make a few different types of collision boxes in Construct 2 (yeah, I know. . .) and because I need more than 1 for certain objects I can't just use collision polys. The reason I need more than one is because I need them for when certain AIs see an object and proceed to over towards said object, and when they reach a certain point, they stop. I have the current boxes set up to object.x, object.y and the problem is that the boxes just spin willy nilly because they are overlapping the object they are suppose to be turning to
>>
>>164692925
>talks
is the keyword

Unit they show a large scale project implemented with the buzzwords working empirically more efficient than another of similar application it's all just talk.
>>
>>164692650
....................../´¯/)
....................,/¯../
.................../..../
............./´¯/'...'/´¯¯`·¸
........../'/.../..../......./¨¯\
........('(...´...´.... ¯~/'...')
.........\.................'...../
..........''...\.......... _.·´
............\..............(
..............\.............\
>>
Does anyone using Unreal know of a physical character project that's available?

Like, actual physical character pawn that actually interacts with the environment, instead of just faking it like a standard character whore. I have some heavy physics interaction I want going on, but just simple collisions get all screwed when one of the entities isn't really physical, potentially launching the actual physical object unless its mass is extremely exaggerated.

Saw a post claiming this is how all engines handle the player character, that is non-physical entity in a physical world, how did Source handle the player character?
>>
>>164692925
>google it out of curiosity
>first result isnt a wiki article
>it's a stackoverflow question to the effect of "what is data oriented programming"

>first and highest rated response is "lol is this homework? get out of here scrub"

wow coders really are all trash
>>
>>164692925
Shit compared to type driven programming.
>>
>>164693280
Look at the Content Examples, there's one showing physics animation
>>
>>164693280
>how did Source handle the player character?
player characters have a physical volume and mass in the world, but aren't exactly a physics object so they don't normally do "damage" to things they fall on or bump into at high speed.

it's definitely not like you have an actual ragdoll QWOPing about. doing that would probably require something like an npc puppet, like how Alien Swarm handles its player characters (the player is actually the camera, the marines are technically NPCs just given very rigid commands. same for DOTA2 afaik.)

what exactly is it that you're trying to do? you're not going to get very good help without a question more specific than "heavy physics interaction I want going on". do you want buttons and levers to be physically pulled by the player character, or do you just want the player to be able to knock stuff around when bumping into them? are you making OctoDad, or Tribes? theres a big difference and it will affect the type and relevance
>>
Okay another question.(this is probably just preferance)
Should your stats (i.e health/mana) be replenished upon entering a new level or should they stay what they were?

For an action platformer where levels aren't connected directly but rather through level map like in super mario world.
>>
>>164693832
can't say without knowing your game
>>
>>164693280
there was a livestream not long ago about making physically based character movement

https://www.youtube.com/watch?v=lFpXqggbUP4&list=PLZlv_N0_O1gbggHiwNP2JBXGeD2h12tbB&index=21
>>
>>164693832
using super mario world
>every world - yes
>every level in that world - nope
>>
>>164694046
this makes sense, so in my case, every level theme you should get your stats refilled.
>>
>>164692925
Data oriented design means you're thinking about how memory is accessed and either laying out the memory to fit your algorithms or modifying your algorithms to fit the memory layout. Data oriented design is big right now because the major CPU performance bottleneck is memory access and data oriented design is about reducing the cost of reading and writing memory as much as possible.

Data driven design means you're not hardcoding things that may be frequently changed during development, by someone without source code, or by a non-programmer, usually by loading them from databases, files, scripts, etc. instead.
>>
please stop asking questions that

a) are extremely technical
b) have a personal interpretation

without

c)providing any information or context
>>
>>164694108
>>164693832
after finishing and advancing to a new area for the first time - yes
>>
>>164693280
>Like, actual physical character pawn that actually interacts with the environment,
in what sense because a lot of interactions with the environment are either shit that should have physics anyway, like swinging bats or shooting grenades, or are dumbshit that have no place being physics-based instead of calculated offline and scripted for live play, like pushing elevator buttons or flushing toilets
>>
File: shader.png (101KB, 1051x453px) Image search: [Google]
shader.png
101KB, 1051x453px
>>164687509
I played around with making a shader for this in Godot.
It doesn't require any lights, the material still needs to render lighting of course, but it's just a custom calculation. The shiny spot will always be visible, and while walking around a model with sharp edges it does look like it's shimmering.
>>
I'm making an RTS game and I'm stuck on a basic thing. How the fuck should I handle a player click that potentially selects a unit? Or a box selection of multiple units? What data structure should I store my units in so I can easily determine which ones get selected? Simply iterating over a vector will get ugly if there's a lot of units.
>>
>>164694293
no, believe it or not, you actually helped, wether it be your preference that made me sure of something or just something i didn't think of
>>
>>164694607
Spatial partitioning.
>>
>>164694293
What should I do with my life? Is making games 'it'?

>be me
>virgin
>meet cute girl
>go on a date
>accidentally drop condoms
>everyone shuns me

doushio????????????
>>
Does vector art always look like low quality mobile trash?
>>
>>164692197
there are literally caves with forests inside them in the real world, so you can in fact do down a hole and end up in a forest, if you're worried about it not making sense.
>>
File: FPStest0012-0017.webm (41KB, 720x450px) Image search: [Google]
FPStest0012-0017.webm
41KB, 720x450px
Come get some
>>
File: 1457962423065.png (77KB, 512x512px) Image search: [Google]
1457962423065.png
77KB, 512x512px
>>164694293
iawtp
>>
File: model.gif (1MB, 492x496px) Image search: [Google]
model.gif
1MB, 492x496px
>>164694559
The fragment part of the shader can still be a basic unshaded texture, or just a plain color.
>>
>>164694659
Any details? Should I implement a BSP tree myself? How often should it be updated?
>>
File: MOBILE TRASH.jpg (177KB, 1920x1080px) Image search: [Google]
MOBILE TRASH.jpg
177KB, 1920x1080px
>>164694678
yeah pretty much
>>
I experimented with and learned a lot about Godot now and feel I am ready to make the game I started a real game. I already restructured a lot of the project with this knowledge.

But now I still can't decide what the game should be. I feel like the game design part is even harder than the programming/working part, which is unexpected.

I made that puzzle game prototype and now I feel like there should be a basic strategy game on top of it, or maybe there should be hexagons, or levels with different puzzle systems interacting, or maybe the puzzle blocks can turn into water or resources. I just don't know, and some people here were saying I should just make the plain puzzle game.
How do I proceed? Even if I were to decide to make a strategy system on top of it, I'm not sure if I should make an isometric or top-down perspective.
>>
>not programming your own browser so you can display your website exactly the way you want with no bloat or noise
>>
File: 1257406.jpg (397KB, 1920x1080px) Image search: [Google]
1257406.jpg
397KB, 1920x1080px
>>164694678
Yes
>>
File: problem.webm (1MB, 634x352px) Image search: [Google]
problem.webm
1MB, 634x352px
>>164693496
Sorry regarding the actual interaction of the character.

>>164693776
The 'boat' the player stands on is effectively a platform held in the air via continuous force/the ocean. Physically it's a flying platform. It doesn't play along with the character movement aspect, which tends to override any physical object that enters its space. It's an old problem and I have a bad fix for it by decoupling the pawn collision entirely from the ship, but I'm trying to address the actual problem.

>>164694539
See webm.
>>
>>164694661
make a dating sim and include this option

But seriously, there's plenty of fish in the sea but if you're a high end cave troll like me you'll end up alone.
The strangest part is that i'm not ugly, have a likable personality, it's just that girls are so god damn boring and since basically all i do is game and game dev aside from my shitty job, the girls who actually game are even more boring. Only normies need girls, i can masturbate. fuck normies.
>>
>>164694046
>>164694108
This only works in Mario because the levels are designed to be able to be completed with the base health. I mean, most of them bring you to "full health" within the first section by giving you a powerup, so it doesn't matter if you came into them as small mario or with a cape and an extra mushroom, all(?) levels are built for you to be small mario with no powerups.

This sort of design wouldn't work for all games.
>>
>>164694913
Spatial hashing or a quadtree would be more suitable.

You don't update the structures at a fixed rate, rather, whenever something in the partition moves, it may remove itself and insert back somewhere else.
>>
>>164695101
wow anon, are you me?
>>
File: output84.webm (2MB, 1162x636px) Image search: [Google]
output84.webm
2MB, 1162x636px
>>
>>164695256
>kimberlykubuspostsonAGDG.webm
>>
>>164695060
>The 'boat' the player stands on is effectively a platform held in the air via continuous force/the ocean. Physically it's a flying platform.
yeah theres a garrys mod game mode thats basically that already and boats even in base HL2 already "work" even if water clips through them

you dont really need "heavy physics interaction" just to stand on an object and im surprised UE4 doesn't do that natively with its character controller
>>
>>164695138
hmm that's a good point, but my game will pretty much be a castlevania rip off without items but with talent trees and none of the talents will be essential, the only part you'll have to worry about is not dying.
How does that sound?

Maybe i should also make the player automatically regenerate health to like 25% so it's still possible to complete the level even if you fuck up real bad. (like dishonored did with mana, always regenerates just enough for one blink)

Does that sound fair?
>>
>>164694293
Please stop posting without
a) progress
b) finished game
>>
>>164695256
Art
>>
>>164695060
I'm even more confused
>>
>>164695248
yes i'm you, that's why i still don't have a game and i procrastinate by watching Hannibal and playing Overwatch.
>>
>>164694559
>>164694895
Very cool!
That's exactly what I wanted to know!
>>
File: FPStest0012-0017.webm (19KB, 720x450px) Image search: [Google]
FPStest0012-0017.webm
19KB, 720x450px
>>
>>164695256
good shit
>>
>>164694913
Only units that are visible on the screen are selectable, so the problem is inherently solved by the fact that you don't draw the entire game world at once. And iterating over the visible units is not a performance concern.
>>
>>164695256
Glorious.
>>
>>164695379
>yeah theres a garrys mod game mode thats basically that already and boats even in base HL2 already "work" even if water clips through them
I suppose this is because the boat just overrides the character in the physics realm, aka it will just push the character away. In the Unreal realm, the character will tell the ship to sit the fuck down, because it has entered the physical dimension of the player character, and there it is GOD.
>>
>>164695592
Shit, I guess I'm a useless faggot.
>>
do you expect game maker studio 2 to have an higher price on official release than now?
>>
>>164695256
cute
>>
File: 2017-01-05_15-04-22.png (260KB, 1811x939px) Image search: [Google]
2017-01-05_15-04-22.png
260KB, 1811x939px
>>164695364
>>164695564
>>164695637
>>164695662
>>164695787
fuck me, is this what you sickos want
>>
File: DATA.png (191KB, 895x927px) Image search: [Google]
DATA.png
191KB, 895x927px
some relevant data about steam
>>
>>164695715
you're right we are
>>
>>164695651
You still have to determine which units are visible, which requires spatial partitioning to do efficiently.
>>
File: hedoesntsaynthing.png (932KB, 825x991px) Image search: [Google]
hedoesntsaynthing.png
932KB, 825x991px
>>164695592
>calls other people normies
>plays the ultimate casual bait babby FPS
>>
>>164695015
Yeah making a fun game design can be the most difficult part of making a game.
I can't really think of a way to combine puzzle and strategy games. I feel like strategy games are already sort of like a puzzle. Trying to use and position your units the best way possible is like a puzzle.
>>
>>164695834
It's all well and good having a kooky art style but no shadows or textures seems like it'll be a bitch to properly judge and position yourself for platforming.
>>
Are we finally entering a new era of autismcubes?
>>
>>164695685
>I suppose this is because the boat just overrides the character in the physics realm,
no

you can just stand on physics objects and the game won't crash. the player has mass and will totally cause lighter boats to just capsize by standing on them, but heavier/larger objects will let you stand on them

id make you a gif or something if it didnt take forever
>>
>>164695256
gotta be honest, don't like it that particular effect. looks kinda ugly. nothing personal tho, rest of your game looks cool.
>>
>>164695403
so does this sound good guys?
agdg pls help me design.
>>
>>164695834
No, the bugs are not nice, but the overall style without that looks great, in my humble opinion.
>>
>>164695834
no that's taking it overboard
>>
>>164691885
>Blast Corps where the camera isn't absolute shit
This is all I've ever wanted.

Godspeed, anon.
>>
How do you find something your passionate about
>>
>>164695403
I mean, it really depends on a lot of things.

The other part of the mario equation is that you lose all your powerups when you die, so each level "has" to give you a fair start each time.

One way to look at it is if you want levels to be so hard that you have to farm health/bonuses outside of a level or if you just want each level to be its own distinct thing with its own difficulty level. Most people go with the latter, but the former is also an interesting design space and it might let you do more interesting things with a world map.
>>
>>164695863
Yeah but it's already happening somewhere regardless of whether it's 2D or 3D, it's an integral part of the rendering process so OP either has to implement it or just make use of the implementation already present in the engine he's using
>>
>>164695949
>are we finally entering a new era of forced memes?
ftfy and no that's not a new era
>>
>>164696246
you're
>>
>>164695403
>Maybe i should also make the player automatically regenerate health to like 25% so it's still possible to complete the level even if you fuck up real bad.

probably gonna piss off a lot of purists with regenerating health, most older games dealt with this by having weak enemy spawns that drop health around save points and bosses.

It sort of forces you to learn enemy patterns and gitting gud when progressing, the motivation becomes the light at the end of the tunnel.

>my game will pretty much be a castlevania rip off without items but with talent trees and none of the talents will be essential, the only part you'll have to worry about is not dying.

okay how will you make it interesting? To me (if I put it harshly) it sounds like you're demolishing core concepts for no reason.
Like needing this key item at this location is frustrating sometimes so that has to go, use whatever item you wish.

The point is what do you actually do in the game, there's gotta be a problem and a solution.
Is the game ungodly difficult and the goal "not dying" is impaired by ridiculous enemies a la IWTG/Battle Kid
>>
File: 2017-01-05_15-10-02.png (1MB, 1815x971px) Image search: [Google]
2017-01-05_15-10-02.png
1MB, 1815x971px
>>164695941
here's your texture

>>164696152
>>164696123
i don't even like this particular striped style that much either. what's most interesting is the moving vertices inside the fixed boxes. I need SOME pattern that moves with the objects, but not this
>>
>>164696294
Okay but the way you worded >>164695651 implies that no spatial partitioning is needed at all. Hopefully if he's using an engine that implements spatial partitioning for its own uses it also exposes it to the user, otherwise that would be a massive waste.
>>
>>164696317
>shitting on the best AGDG meme
I'll wreck you sordfag
>>
File: 1403209491751.jpg (183KB, 1095x730px) Image search: [Google]
1403209491751.jpg
183KB, 1095x730px
Reminder
>>
>>164696258
i'm thinking that if you die, you retry from the level start with what you had when you first entered.
Might add checkpoints like shovel knight did if the game ends up hard.
>>
Engine devs. How do you handle input?
Using SDL and it seems like I should do something like
unsigned char* key_states;
Then on a per frame basis pump events and do
key_states = SDL_GetKeyboardState(nullptr);

Then I can check against is with something like

is_down = key_states[SDL_SCANCODE_A]; (or whatever the actual constant is)

This seems simple enough.

But where/how do I define keybindings and only really care about those particular inputs?

Like I'd think some config file like
UP = 'w'
DOWN = 's'
JUMP = 'space'
would be cool, then just read those into the engine and somehow expose those as inputs to check against?
>>
File: betetrqlt.jpg (2MB, 2048x9131px) Image search: [Google]
betetrqlt.jpg
2MB, 2048x9131px
>>164695847
page in better quality
>>
Any good blender tutorials that focus on low poly modeling and texture mapping? I am a blender babby.
>>
>>164696428
to be honest with you i just have a combat gimmick i wanna implement and more than anything i like to tell stories, if i could i would just write stories all day and let other people make the game for me while looking over the designs.
maybe one day that will happen
>>164696258
and like i've said you're gonna have a talent tree but i'm not sure yet if i'll have an xp system or something buyable or maybe a talent point after a boss, i don't know, but i won't have items.
>>
>>164696037
Unreal handles that generally well, the problem comes when the object/ship tries to dictate the movement. It's especially bad when the player is stationary or the object is trying to push the player up, the character in most cases just refuses to move.
>>
File: sourceswim2.gif (1MB, 320x256px) Image search: [Google]
sourceswim2.gif
1MB, 320x256px
>>164696863
maybe you should get another engine. even fucking source lets you stand on a moving object, and lets you capsize a moving object if you're significantly heavier than it
>>
>>164696468
I'll have to do it myself, I only use pure SDL2.
>>
>>164696994
Source has good physics, just a shame about literally every other aspect of the engine
>>
>>164696546
>gmod is third highest new owners
fucking how? Alt accounts from fags getting banned?
>>
>>164696994
Source was the first engine I considered for it but Unreal lured me in.

To Epic, this is all 'working as intended' sadly, so devs that are trying to make something other than a generic walking FPS need to shitfix.
>>
>>164697342
>Source has good physics,
a phrase not one person has ever uttered
>>
>>164696790
>to be honest with you i just have a combat gimmick i wanna implement and more than anything i like to tell stories

This could be the biggest pitfall or the greatest selling point depending on execution

I don't know a whole lot of games of this kind that are "easy" or more catered towards storytelling

The problem is ofcourse how do you convey to people that like stories but might not be the most hardcore of gamers to buy it?

This example gets brought up all the time but Dark Souls more or less puts the story in the hands of the player like
>you all figure it out
and uses enviromental storytelling almost exclusively, ofcourse it caters to the more hardcore crowd but the shear amount of discussion around the story elements creates insane word of mouth for the other crowd.


and yeah as for that last bit...

once you have like 10 award winning games and 15 years of AAA experience maybe
>>
>>164676645
>fat
>bald
>>
>>164696790
>more than anything i like to tell stories
Let me let you in on a little secret anon

video games are the worst medium for storytelling and you should just write a book instead
>>
File: 1468555765908.jpg (48KB, 868x600px) Image search: [Google]
1468555765908.jpg
48KB, 868x600px
>>164696994
>finally see what the shit boat looks like in motion
>it's shit
Color me not surprised
>>
File: time cube.png (188KB, 456x351px) Image search: [Google]
time cube.png
188KB, 456x351px
>>164692090
>>
SHOULD HUMBLE BUNDLE?
I'VE HEARD SPRITER IS PRETTY GOOD
>>
>>164697502
videogames are fine for telling stories, it's just that most devs can't tell a good story to save their life
>>
File: crowgame.jpg (9KB, 868x600px) Image search: [Google]
crowgame.jpg
9KB, 868x600px
>>164697538
>>
>>164696546
Hello yes how did you capture that please?
>>
>>164697502
Dwarf Fortress
>>
>>164697342
Source was a hack of the Quake2 engine. It's always been a joke which is why whenever someone actually manages to make a game with it it gets attention. There's an opportunity there that the shitposter can't seem to capitalize on. Shame, that
>>
>>164697406
You can reliably stack physics objects, that alone makes it better than most
>>
>>164696523
I have a layer for raw inputs and a layer for abstract inputs. The rest of the game logic only worries about the abstract inputs. Abstract inputs are either actions (e.g. jump) or states (e.g. horizontal movement). Each raw input generates both actions (e.g. key pressed or joystick moved) and states (e.g. whether key is down or position of joystick). Raw actions should also probably include things like where a joystick also has boolean states and actions for when it crosses thresholds.

Input configuration is just about translating between raw and abstract inputs and tweaking the thresholds, sensitivity, deadzones, etc. Note that you don't need to do direct mappings from actions to actions and states to similarly-typed states. You can gate actions by boolean states (modifiers), turn two boolean states into an axis state, etc.

As long as you make game logic only depend on abstract inputs and have a system for going from raw inputs to abstract inputs where the input configuration applies, it kind of flows from what you want/need for your game.

>>164697290
Yeah, you'll have to. Spatial partitioning can be used everywhere, though, so it's nice to have from early on.
>>
>>164697761
Deus Ex could do that
>>
>>164680826
>tfw bought something from the asset store that's way too complicated for me to completely remove all allocations
;_;
>>
>>164697958
It also had mirrors
>>
>>164697748
>Quake 2
Quake 1, rather. It's even more primitive
>https://en.wikipedia.org/wiki/Source_(game_engine)
>"Source distantly originates from the GoldSrc engine, itself a heavily modified version of John Carmack's Quake engine. Carmack commented on his blog in 2004 that "there are still bits of early Quake code in Half-Life 2"
>>
File: boatpush.gif (577KB, 320x256px) Image search: [Google]
boatpush.gif
577KB, 320x256px
I wonder how mad you'll are gonna get at this
>>
>>164697420
i never said that the combat gimmick makes the game hard, it's just that most platformers have really repetitive mash attack button combat so i'm gonna try changing that.
although since i haven't even started working on the combat gimmick i can't tell you if it's hard or easy, in my mind it's all about having a little patience and taking the hint.
>>
>>164697980
But is it fixed now?
>>
Unity-chan is cuuuuuuuuuuuuuute!

She never hits me! Unless I'm trying to do something with her but that's understandable.
>>
File: 1432673049192.png (180KB, 379x551px) Image search: [Google]
1432673049192.png
180KB, 379x551px
>>164680826
>use a garbage collected language
>have to do manual memory management anyways to avoid killing performance
>>
>>164698132
xD
>>
>>164698053
bruh you just listed castlevania as the main inspiration, it is far from just mashing buttons

and yeah considering your entire game is the combat gimmick you should probably figure that thing out before anything else
>>
Is Rewired THE best and only thing you ever need to buy from the Asset Store?
>>
File: 145979711.jpg (10KB, 250x261px) Image search: [Google]
145979711.jpg
10KB, 250x261px
>>164698089
I thought it was when I made the post but turns out it's not
>>
>>164697697
Wow that looks even better, how'd you do that?
>>
>>164697664
It's not that devs can't tell a good story, it's that devs can't reconcile story and gameplay elements. 90% of the time, either the gameplay detracts from the story or the story detracts from the gameplay. Sometimes you get good gameplay and a good story, but they are still generally discrete elements and they fail to cohere.

>>164697724
Dwarf Fortress doesn't tell a story, Dwarf Fortress shows you things happening and expects you to come up with a story for all of it not like that's a bad thing.
>>
>>164697651
>Spriter
Only ACTUAL animation around here boi.
>>
>>164698368
>that devs can't reconcile story and gameplay elements
Except they can and do all the time.
>>
>>164698263
dude i played castlevania with auto attack only cus the spells felt like cheating, sure there's moving forward and backward so you don't get hit but that is pretty much it.
>>
>>164698368
>Dwarf Fortress shows you things happening and expects you to come up with a story for all of it

it tells me a story but it doesnt write it down

If I listen to some hold fart rambling on about something and then decide to write it down and release a book it's not my story, I'm telling his story
>>
File: 1478435048776.jpg (124KB, 1300x866px) Image search: [Google]
1478435048776.jpg
124KB, 1300x866px
>>164698273
THEN GET BACK IN THERE AND FIX IT. I KNOW YOU'RE NOT ABOUT TO LET AN ERROR THIS MINOR STOP YOU, MOTHERFUCKER
>>
>>164698368
>Dwarf Fortress doesn't tell a story
Every gameplay experience tells a story. Have you no soul? Everything is a story. Even a still picture.
>>
>>164696240
thanks mate, that's the idea, better physics and camera.
>>
File: 2017-01-05_15-37-04.png (280KB, 1813x935px) Image search: [Google]
2017-01-05_15-37-04.png
280KB, 1813x935px
this one is almost pleasant
>>
>>164698438
This is actually one of the most rare qualities of a video game, it doesn't happen "all the time."
>>
>>164698368
Shit devs can't. Good devs can do it just fine
>>
>>164697980
Atleast you're giving attention to the little things, this shows you care for your game.
>>
>>164698368
>>164697724
>these people have never played dwarf fortress
every game of dwarf fortress gives you a novel worth of story material to read
if you choose not to read it, that doesn't mean it isn't there
>>
>>164698132
Unity is on many rave drugs and is super spun out. She'll rob you if you're not watching to keep her high up ;_; I know from experience
>>
File: srana.jpg (334KB, 830x982px) Image search: [Google]
srana.jpg
334KB, 830x982px
>>164698132
>Unity-chan is cute
Her cousin is cuter.
>>
>>164698051
Okay, can you fuck off now?
>>
>>164698639
You're going down a bad path.
>>
File: manofculture.jpg (50KB, 1024x576px) Image search: [Google]
manofculture.jpg
50KB, 1024x576px
>>164698848
>>
>>164697980
>>164698273
gamemaker?
the animation end event doesn't actually trigger on the last frame, it triggers on the first frame after it loops
it'll make your animations look retarded and the only way around it is to have a buffer frame at the start because even if you set the image_index back to the end it shows the first frame anyway. The only way around it is to not use it and make your own sprite animation code
>>
>>164698368
Story should only be a drive to create interesting gameplay situations. FACT.
>>
>>164698848
>ITT anons who don't know how to handle Unity's bodacious bod
Unity won't be happy when she reads this and we're all going to have to suffer for it I hope you're happy.
>>
>>164698963
see you at IGF!
>>
>>164698494
>>164698707
A list of events is not a story. In DF it is up to the player to interpret the main agents of the story (the protagonists and antagonists) and to give the events drama and gravitas.

It's sort of just semantics but DF honestly doesn't tell "stories" it tells "events" and it is up to the player to create meaning out of the events.
>>
File: 1473092138176.png (276KB, 650x600px) Image search: [Google]
1473092138176.png
276KB, 650x600px
Coq-chan is much cuter and very smart too!
>>
>>164698051
Filtered.
>>
>>164698848
What the fuck is this. Who is that Rana?
>>
unity stole my teeth while i was sleeping and i woke up and she was like 'lol i'm the tooth fairy' ^.^ and i pushed her face away from me and ran away screaming
when i came back with the phone cause i was calling the police she was gone
i think she's a demon you guys
>>
>>164699164
What is the difference between a story and a list of events
>>
What am I doing wrong here? This is code from a moving platform (so objects touching it move as well), but I keep getting a "empty statement" error.
Unity by the way.
>>
>>164697895
Okay I really like the sound of that for input! Separating it from raw and abstract.

The one thing I'm concerned about is how to have dynamic abstract input. Because it's an engine I'm working on, should I have a sort of Controls struct that houses all the controls for that game? And then allow all those controls to be bound to any given raw inputs?

Like one game may have: LEFT, RIGHT, JUMP, SHOOT. But the next may have all those plus DEFEND, DASH, SPECIAL and so on. I want to keep my engine pretty open to this, in case I want to add/change types of input on the fly as I'm prototyping games and such.
>>
>>164688669
If my control object is calling the script then in the script I can just straight use the variables present on the control object as defined by its create event without having to use control.variable naming conventions. I can just use maxHP as the script simply acts as an extension of the object calling it.
>>
>>164698270
No, I mean I've never used it or anything else from the store, but input in Unity seems pretty easy since I only use mouse and keyboard controls. If I had to use something from the store it would be some UI thing like NGUI, because making an UI in Unity is a pain.
>>
>>164699131
S-stop this, Unity-chan doesn't hurt a-a-nyone. It was my fault that I f-forgot to check some allocations.
>>
File: mechaprogressv7.webm (2MB, 768x720px) Image search: [Google]
mechaprogressv7.webm
2MB, 768x720px
Got the pause menu thing work. Switching pilot/mecha weapons works now. The menus aren't the prettiest ones, but they work.

Still haven't come up with name for my game.
>>
>>164699429
add a ) at the end of the if statement
>>
>>164699429
You're missing an end bracket
if (!movePassengers.Contains(hit.transform))
>>
File: mirror.gif (1MB, 320x256px) Image search: [Google]
mirror.gif
1MB, 320x256px
>>164698032
yeah about that,

>>164698857
>>164699209
qq more
>>
>>164699196
More like COCK
>>
>>164699591
this one
>>
>>164699567
>flying with machine gun fire when out of the suit

RAD
>>
>>164699443
Just make sure you don't depend on the specific abstract inputs at a lower level.
>>
>>164699164
>A list of events is not a story.

by that definition movies are not stories either

>it is up to the player to interpret the main agents of the story (the protagonists and antagonists) and to give the events drama and gravitas.

and yeah thats kind of the thing with an interactive medium, and if you go by your own player experience you cant be anything but the protagonist so naturally antagonists are anything that gets in the way

User Interface and FPS Death the greatest of them all
>>
>>164699512
Canvas is easy as hell to do anything you want.
But something like Rewired is essential if you want to use controllers, ESPECIALLY if you want to use multiple controllers.
>>
>>164688669
scripts use variables from their calling object
objects keep variables from a script they call
Scripts are treated as a chunk of code rather than an external thing
you can use this to make pseudo-class scripts
>>
>>164699591
>>164699612
Oh. Thanks, I'm just retarded. Trying to yesdev is hard.
>>
>it's a "sourcefam ruins the thread" episode

Getting real tired of these reruns... Can someone post their filter list for me, please?
>>
File: tile.jpg (56KB, 571x660px) Image search: [Google]
tile.jpg
56KB, 571x660px
wew lads I'm doing it
>>
File: Unity-chan-1.jpg (158KB, 1280x720px) Image search: [Google]
Unity-chan-1.jpg
158KB, 1280x720px
>>164698825
>>164698848
>>164699356
>trying to smear our queen
https://www.youtube.com/watch?v=DTHJTB7ocso
>>
>>164699770
>yesdev
what
>>
File: 1468553327203.jpg (159KB, 1280x960px) Image search: [Google]
1468553327203.jpg
159KB, 1280x960px
>>
>>164699764
took a while but thanks.
>>
>>164699614
>>164697538
>>164696994
Truly a psychopath. Probably a drunk, too.
>>
File: witch story.png (4KB, 158x163px) Image search: [Google]
witch story.png
4KB, 158x163px
Finally, framework for additional quests is working fine
>>
>>164699839
>float x, y, z
Just create the new vector directly from a,b,c m8
>>
>>164695364
He's dead anon.
>>
>>164699391
>>164699725
The definition changes depending on your field of expertise, but in general a story is MORE than a list of events. It has a bunch of other things, like a protagonist and themes and stuff, whereas the list of events is just a plot. Maybe instead of story I should've used the term "narrative," because DF definitely doesn't tell a narrative on its own.

>>164699725
Anyway in DF the protagonists are the dwarfs whose personalities and life events you interpret and give meaning to.
>>
File: vomit-blood-o.gif (1MB, 320x240px) Image search: [Google]
vomit-blood-o.gif
1MB, 320x240px
>>164697538
>>
>>164699567
mecha flecka wrecka
>>
>>164698848
Good taste comrade!
>>
>>164697538
What motivates someone to make such garbage?
>>
>>164696462
I'm amazed he hasn't replied yet, I guess he only comes in to shitpost and doesn't actually read other posts.
>>
How do chapters begin in your games?
What does the text/graphic at the start of a new area look like?
>>
>>164676334
>it's amazing that out of a bunch of 1MA games the one that isn't has the most done

no shit dumbfuck
>>
>>164699614
>>164697538
>>164696994
Remember to filter these posts!
>>
..and finally in Unity. Going to change the animation once i actually make the real machine gun model.
>>
I hope to get rid of this place someday. Best progress I'll make.
>>
File: 2026mood.jpg (64KB, 480x706px) Image search: [Google]
2026mood.jpg
64KB, 480x706px
>theres source in the thread
looks like 2017 wont get any better
>>
>>164700823
Dude, where did you learn to model? How do you render those? I have so many questions...
>>
File: mad.png (23KB, 530x168px) Image search: [Google]
mad.png
23KB, 530x168px
>edit colliders during object generation
>unity needs 10x more draw calls which won't fly
>work around with multiple objects, where it chooses the one having the right colliders already
>works great
>need to do another overhaul and that method won't work
>suddenly unity is cool with changing colliders despite nothing changing
>>
>tfw bought photon bolt at 50% discount in the last moment
>>
>>164701038

I learned Blender a long time ago but i am still an amatuer at best. I don't know any single aspect of 3D very well, just know a Little bit about Everything. Thankfully these are low resolution sprites so the flaws wont show as well. I render them at 400% resolution and then downscale them with different sampling and remove the anti aliasing. What else do you want to know?
>>
>>164699614
Are you drunk or something? You're drunk, aren't you? Figures.
>>
>>164700823
Couple thoughts even though WIP and all that
no shell ejection
ammo belt movement should be more choppy
recoil should be affecting the gun hand only
>>
File: .webm (2MB, 978x632px) Image search: [Google]
.webm
2MB, 978x632px
pls come into my art gallery
>>
>>164699614
What the fuck is this supposed to show
>>
File: 1482380940252.jpg (18KB, 469x500px) Image search: [Google]
1482380940252.jpg
18KB, 469x500px
>>164695060
I may have a found a legit fix for this, and I want you fuckers to note this one down for your own.

Use a spring arm component as the middleman. That's it. It's designed for the player camera which Epic has had problems with not following accurately, causing camera shakes. So they fixed the fuck out of it. I've made multiple attempts using fully locked physics constraint setups, but they don't follow consistently enough as the pawn collision problem is still there and the constraint doesn't override it, my most recent attempt tended to launch the player into the stratosphere when they corrected themselves.

The spring arm takes no shits if the player is in the way. It's not designed for this function, but it seems to be perfect for this maybe precisely because it isn't trying to do anything fancier than placing a component exactly where the fuck it's supposed to be, nothing more or less.

So great success.
>>
File: 1474494890754.png (97KB, 353x267px) Image search: [Google]
1474494890754.png
97KB, 353x267px
>>164696719

Will this semen demon help answer my question?
>>
File: noUImenu.png (5KB, 181x334px) Image search: [Google]
noUImenu.png
5KB, 181x334px
Haven't used unity in months. First thing I see when I update and load it up is the UI submenu is missing from the GameObject/Create. I googled in case it was a change they made and it's now somewhere else but it doesn't seem to be the case.

Could anyone explain to me what's going on? Thanks.
>>
>>164701509

tbqh I have a degree in fine art and I think you'd have potential in the IRL art gallery scene
>>
File: pathetic.png (143KB, 256x254px) Image search: [Google]
pathetic.png
143KB, 256x254px
>>164699614
>>
File: AHAHAHA.png (312KB, 591x450px) Image search: [Google]
AHAHAHA.png
312KB, 591x450px
>>
>>164701935
you mean the VR art gallery scene?
>>
>>164702059
That's great! I hope one day I can make a game that people will want to play and stream.
>>
>Unity UI

I'm very tempted to go back to Unreal
>>
>>164699614
Don't post here ever again.
>>
anyone need an enginedev?
>>
>>164702090

I mean you could project this in an art gallery space and get tons of overeducated urbanites to come and nod intelligently
>>
File: nervous-man-14474577[1].jpg (20KB, 400x267px) Image search: [Google]
nervous-man-14474577[1].jpg
20KB, 400x267px
>Making 32x48 pixel characters
>They look pretty decent
>Realize I've detailed them so much that animating them to any extend would be an impossibly large task for myself since I'm already bad at animating

The first time I've ever felt this particular, painful genre of scope slack.
>>
>>164701389

Thanks for the input. I agree with all those Points. Shell ejection will not be a part of the sprite though. It will be a particle emiter.
>>
>>164701258
Thanks. I'd also like to know why you're making a sprite shooter if your models are this good. Wouldn't just applying a filter/shader on top a better option?

Either way I really like how it looks so far. Keep up the good work.
>>
File: 7627315770226050388.gif (343KB, 512x512px) Image search: [Google]
7627315770226050388.gif
343KB, 512x512px
>>164702363
You can do it anon.
>>
>>164701914
Please ignore this post, deleting the obj and library folders fixed it.
>>
Why do people even use source? All it is is shitposting.
>>
This anon here >>164697538 I am not the sourcefag thanks

>>164701976
https://boards.fireden.net/vg/search/image/ir2TSiF45kGTkcY5qVzEEw/
>>
Why do people even use unity? All it is is shitposting.
>>
File: kojima.jpg (8KB, 254x98px) Image search: [Google]
kojima.jpg
8KB, 254x98px
>there's source in the thread again
>>
Why do people even use 4chan? All it is is shitposting.
>>
>>164701258
are you rendering out sprite sheets from blender, how are you splitting the frames, do you need to write scripts?
>>
>>164702773
the bottom one is him having another whinge and everyone trying to pull him out of it
2015
was literally never anything but a whiny nodev
>>
File: uh.png (293KB, 707x537px) Image search: [Google]
uh.png
293KB, 707x537px
>>164702512
I don't think I can to be honest.
But its too late to go back.
I'm stuck.
>>
File: puddle1.gif (2MB, 532x296px) Image search: [Google]
puddle1.gif
2MB, 532x296px
idk
>>
File: 1475512045397.jpg (70KB, 639x960px) Image search: [Google]
1475512045397.jpg
70KB, 639x960px
>>164697538
>>
>>164702429

Because as i said i'm not a very good 3D artist so by doing sprites i can cheat a lot. I don't have to care about polycount, good textures or good UVs. Besides i really like the look.

Thanks.
>>
File: enemy selection box.png (85KB, 810x811px) Image search: [Google]
enemy selection box.png
85KB, 810x811px
Can anyone explain the logic of an mmo style selection box? in other words, a selection graphic that moves with whatever enemy was selected last? I think I'm over thinking this.
>>
File: crysack.png (42KB, 740x272px) Image search: [Google]
crysack.png
42KB, 740x272px
>>164702773
>>164703001
kek it really is him
https://boards.fireden.net/vg/thread/114768832/#114783995
>implying we didn't know
>>
>>164703049
just use your one sprite and for the animations use solid gray placeholder frames with a word on them like "ATTACK"
and leave it like that forever until you inevitably abandon your project
>>
>it's another meltdown from you-know-who
Oy vey, my nigga
>>
>>164702347
Hmm, maybe this could work with another gimmick? Like there are a series of these objects, each on a small screen, and you have to look through a viewfinder or a microscope to see them. The thing is, this is mean to be seen in virtual space, so simply displaying a gif or whatever in a gallery is pretty much useless.

And I don't like the idea in principle. Art in galleries, with the exception of historical stuff, is mostly trash. I do believe that art's popularity roughly measures how much it's worth to society. If this can't compete as a game in the real market ( even if its free but popular), I don't want to prop it up in a gallery

Maybe this really is an underexploited niche, tho? Taking digital art and putting it in meatspace galleries
>>
>>164703208
Can you actually draw though? I'm wondering how you'll do textures on the wall, UI, etc... Things you can't just model your way out of.
>>
>>164703171
Please stop spamming replies to me, I'm sorry I posted your picture again. Sorry about nobody liking your level design and hammer stuff in 2015 too
>>164703361
>>
>>164702556
And people ask me why i use sfml
>it's really convenient to have to debug weird ass niche engine behavior toy have no control of, really!
>>
You know what to do. The jannies won't solve this one. You have to go straight to the authorities. Halifax PD is your best bet. They must have a file on him a mile long.
>>
>>164703550

Nope, can't draw at all. Will do all of those elements in 3D also. Everything is possible with 3D and Photoshop editing.
>>
>>164701976
Wanna explain this mate?
>>164702773
>>164703361
>>
>>164697538
>>164696994
>>164699614
>someone actually made that and posted it here

wtf
>>
>>164703735
what's to explain? he was a nodev shitposter in 2015 about his own source level design and he still is
>>
File: 1427251284848.png (220KB, 500x375px) Image search: [Google]
1427251284848.png
220KB, 500x375px
>there's source shitposting in the thread

Can someone with a Pass make a new thread? Make sure to use the VIPs Only option so s*u*c**f*m can't follow us YesDevs there.
>>
File: madman absolution.jpg (45KB, 780x898px) Image search: [Google]
madman absolution.jpg
45KB, 780x898px
>>164703715
You're an absolute madman, did you know that? Shine on you crazy diamond.
>>
>>164703715
So you're gonna texture a wall by making a wall in blender, texturing it, then rendering it into sprites that you will then use to texture a wall in your game?
>>
>he is FULLY panicking and FULLY drunk now

Lol. Just doing more damage to steamchat now. Delicious.
>>
>>164702773
>https://boards.fireden.net/vg/search/image/ir2TSiF45kGTkcY5qVzEEw/
What a little crybaby faggot. No wonder he snapped and went mental when someone poked fun at his map once.
>>
>>164704264
>steamchat
What the fuck is this? 2013? Get on with the times, sourceposter.
>>
>>164704084


I have 0 Life.

>>164704258

Nah, i'll buy some textures, downscale them and then edit them in Photoshop.
>>
>>164704049
>paying for 4chan
>>
Where's the new thread? This one is fucking ruined. It's full of Source garbage.
>>
>>164703901
>>164704320
Look here he was babied for a long time and only ever just argued back with everyone. Most of his whining was about what a nodev he was too, nothing else in particular.
>>164703361
>>
>>164701178
but why
>>
>>164702059
Did they manage to flee from Venezuela?
>>
>inb4 two threads are made
>>
>>164703272
Oh hey, C2, it's been some time since I've used it.
>>
>>164704374
This is the best game development resource there is. Where do you expect people to go? Fucking TigSource? Reddit? AGDG2!? Fat fucking chance
>>
>>164703361
>https://boards.fireden.net/vg/thread/114768832/#114783995
>this entire reply chain
So he really is just a bitter failed source dev. Wow. I wonder what broke him?
>>
File: rogue.webm (2MB, 948x505px) Image search: [Google]
rogue.webm
2MB, 948x505px
How is my roguelike doing?
>>
>>164704574
>1 of them adds Source to the list of engines
>>
>>164703493

>Art in galleries, with the exception of historical stuff, is mostly trash.

I agree with you but you've got to change that mindset. Lots of "new" art these days is shitty computer shit from 10 years ago displayed in meatspace.
>>
>>164704574
This isn't a real /agdg/ thread anymore. It's just a trash bin now because of all this source shitpostng............
>>
>>164704681
very roguey, i like it
>>
>>164704773
brb changing my major to art
>>
>>164704681
Very fluid, I like the shapes of the first and the last dungeons.
>>
>>164704681
good start, if you're happy with how the generation works.
>>
File: 1437977712853.jpg (84KB, 700x520px) Image search: [Google]
1437977712853.jpg
84KB, 700x520px
>>164697538
>>
>>164697538
I like it, reminds me of a low poly DS game
>>
So I asked this last night, but I did a shitty job cause my buddy thought that I wasn't in the coffee shop just to evade our building wide ban on 4chan.

So Im working with Unreal, and I've got an actor for all the containers in my game. Its got an array inside it that can hold my item class, and any of the subclasses of it. All the code works great, but Im wondering how I can set the contents in the editor? I've got the array exposed, but there's nothing to pick. Right now I set the contents by getting a reference to each container and doing it in the level blueprint, which is kind of a pain in the ass and the blueprint has already gotten real moms spaghetti.

Second thing: Is it just not possible to cast to a child of Object, the generic class in Unreal? Im trying to retrieve stuff from that Item class in Blueprints, and I just cant. Cant get any of the variables, cant cast to the Item class so I can run a function, nothing. Im thinking I might have to change that to a child of Actor Component if y'all dont know a workaround.
>>
File: 2frer.png (228KB, 358x408px) Image search: [Google]
2frer.png
228KB, 358x408px
>>164703361
>"salty as fuck @ life and all living things"
>mfw he is a literal emo nodev and never cared
>>
>>164703272
you'll have to explain in a little more detail what you mean
>>
>>164704681
Nice. I like the tileset.
>>
>>164703272
that program looks like a real fucking mess
but logically the info box isn't too hard
just let the box's controller know what enemy is currently selected, then move the box with the enemy
>>
File: puddle2.gif (2MB, 532x296px) Image search: [Google]
puddle2.gif
2MB, 532x296px
>>164703115

Do you like my reflections senpai?
>>
>>164704681
Not made in Source, terrible.
>>
>>164705416
what engine, what framework, what programming languages
>>
>Try to learn hexi
>follow tutorial
>it doesn't work
>just shows a white canvas
>copy/paste code from tutorial file
>still no worky worky
>try online demo
>works fine
>copy source from online demo
>blank screen

What in the fuck am I doing wrong?
>>
>>164704681
if you wrote the generation code yourself, very well done!
BUT it still needs improvement, everything is too blocky, lacks dead ends that aren't complete rooms.
>>
>>164705416
Cute.
>>
>>164705416
cute art, i'm digging the yoshi's island vibe
gameplay when?
>>
>>164705237
His main problem was always complaining about the scene and what he thought people wanted. It's obvious he never wanted to make a game he just wanted to screw around in source and be praised for it. He wasn't and so now 2 years later he's still here spamming.
>>
>>164705496
>implying any of that information is going to help you at all
>>
>>164705623
i'm just curious, back off man
>>
>>164705416
qt sprite, qt style, reflection is maybe a little too perfect. assuming that's a sheet of ice on a crystal clear lake, it needs some irregularities here and there.
>>
>>164704953
>>164705509
Well I'm still using an generator I've found around. I'll do a different approach latter.
>>
File: Untitled.png (349KB, 716x851px) Image search: [Google]
Untitled.png
349KB, 716x851px
started radar simulation, thing in the pic is the top left plane transmitting on 2.5 GHz, and the bottom right plane recieving.
>>
File: 1414361918018.gif (3MB, 320x180px) Image search: [Google]
1414361918018.gif
3MB, 320x180px
>>164705507
>reference the online script files on the demo page instead of my local files
>still nothing works

Fucking send help!
>>
I'm starting to worry for my well being
>>
>>164705416
What resolution are you drawing the sprites in?
>>
>tfw you have a crash bug but you don't know what causes it
>and you can only get it to happen randomly once or twice a day
>>
>>164706084
i just looked up what hexi is. basically, you should abandon whatever hexi is and use phaser.js or pixi.js if you want to make html5 games

also, i think you need to run a server to actually display html5 games? not sure. i think i did when i fucked around with html5. i used express in nodejs to run a server on my machine.

good luck buddy
>>
>>164706096
i never do, that's why i'm a lazy cunt who never does anything right
>>
>>164705830
https://boards.fireden.net/vg/search/text/Legitimately%20thrilling%20and%20hilarious/
>>
I am seeing a lot of comments of people trying Unity and getting burned. Is the software burning you all or the customer support? I am legit curious in stories of this.
>>
>>164706563
I don't know, I never used Unity.
>>
>>164706563
was abducted by unity chan and her friends. they tied me up, tortured me for 2 days and streamed everything on facebook live.
>>
>>164706512
I was running a server through brackets. The server works and hosts the page, but nothing gets painted on the canvas.

Hexi uses pixi for the graphics and bundles a bunch of other libraries to supposedly make it easier. I'll check out that phaser thing while I sort this shit out, thanks.
>>
>>164705230
>got the array exposed, but there's nothing to pick
Gotta make a picker, and make the picked number exposed.

>cast to a child of Object, the generic class in Unreal? Im trying to retrieve stuff from that Item class in Blueprints
Casting is for the specific purposes of talking to an instance of something. Create it, then cast to a reference of it? Post pics if more needed.
>>
>report posts
>janitor deletes them all
I think I'm the only one who reports that guys posts
if you guys would just report them, the janitors would delete them way faster
>>
>>164706563
Unity is a complicated girl. You tell her to not gobble up all the RAM but she keeps doing it.
>>
>>164706512
>also, i think you need to run a server to actually display html5 games? not sure. i think i did when i fucked around with html5.
Why would you need that? Don't comment on shit you have no idea about.
>>
>>164706908
I gave up years ago. Maybe something change but I don't care anymore, I'm already desensitized to it.
>>
>>164706780
see this
>>164704681

I'm writting it in phaser. I have to say phaser is pretty decent.
>>
>>164684223
Im learning ue4. But generally engine just a tool, retards would struggle using a basic hammer too.
>>
>>164706687
those niggas are fucked
>>
>making shmup
>play that one shmup game thats always on the recap
>literally all our weapons are the same

shit
>>
>>164706780
can you draw anything on the canvas? if it runs with pixijs, you should be able to open the console and see if you get any error messages.
>>164706957
but i do know a little about it. i'm fairly certain that applications i wrote in javascript wouldn't actually run properly unless i ran them on a server. and why don't you just correct me if you know better? also, when i build unity stuff to webgl, it also doesn't run unless i'm hosting it on a server. so.. fuck off and kys
>>
>>164706908
Just like >>164706976
I do report them when 4chanX misses his posts but you can't really do anything a total retard.

He's just going to proxy evade ban and start shitposting all the time. In fact I still don't understand how someone can have such a pitiful life that he'd resort to shitpost for 2 years in here. And now that 2017 has started we can say that he's going to shitpost during this year too which will make his 3rd year of shitposting.
>>
File: container inventory.png (12KB, 404x135px) Image search: [Google]
container inventory.png
12KB, 404x135px
>>164706860
I've got it like this, and by now Im pretty sure its impossible to do what I originally thought. I wanted to be able to just add elements to that array. But all my items are just like Item(name, description, etc), so I dont think thats possible. I think I've thought up how this could work in a different way though.

Dont worry about the second one, I just changed the parent class of Item from UObject to UActorComponent and it let me get public variables from it no problem, and luckily didn't break anything.

Thanks!
>>
>>164707421
There isn't much to correct other than saying JS was invented for the client. There is no reason you would need a server to manipulate a canvas.

Paste this into an html file and open it:


<canvas id="cs" width="100" height="100">
</canvas>
<script>
var c = document.getElementById("cs");
var ctx = c.getContext("2d");
ctx.moveTo(0,0);
ctx.lineTo(100,100);
ctx.stroke();
</script>
>>
>>164707839
Browsers typically prevent javascript from accessing your local filesystem unrestricted for security reasons, so you need to run a server to allow your code to load resources.
>>
>>164698171
>not wanting your game to be as fast as possible regardless of what it was built with
>>
>>164707619
All because he couldn't make anything with source yet refused to use anything else. He does it because he thinks it's our fault somehow. And because he's literally insane.
>>
>>164708072
Well you need a server so other people can play the game in the first place. The server serves the data, it doesn't have anything to do with drawing.
>>
Anyone know why I'd be getting a "Wrong class to spawn" error in a Construct Object From Class node if Im trying to make an Actor Component? Aint that a child of UObject?
>>
>>164707839
it will depend on your browser. Chrome is shitty about it, so use firefox.
>>
What do metroidvanias need in order to be considered good?
>>
File: huh.png (232KB, 1042x459px) Image search: [Google]
huh.png
232KB, 1042x459px
>>164707732
>wondering how I can set the contents in the editor?
What's wrong with it as is? Can't you just press the plus and add elements?
>>
>>164708362
Why don't you play some metroidvanias that are considered good and note the common elements?
>>
>>164708460
idk man i've only played sotn and i pretty much liked everything about it
Except story, cus it's shit
>>
>>164708529
Then either your question is already answered or you need to play more games.
>>
Odd question, but if a dev of a tool some of you use was to start coming by to check in, would you prefer that they remain silent lurkers to prevent them from pushing their shit or to out themselves so they can get direct feedback/abuse from you guys?
>>
>>164708362
It's all about making the backtrack as satisfying as moving forward.
>>
>>164708628
i've also played shovel knight, and liked everything again, even the story was okay.
But they're pretty much the same, just slash some mobs, get to boss repeat
>>
>>164705258
So basically think World of Warcraft, you click on an emey or an object and it creates the circle around it, but when you click something else, the circle isn't on the last object or enemy, but now the one you pressed. It's having it so the selection changes where it is based on what you clicked last.

>>164705380

That's where I'm having trouble, I have it set a variable to 1 when clicked, but it needs to set the variable for the enemy that enemy in particular then to 0 and the enemy for the clicked enemy to 1 so it moves to that one. What makes this a pickle is there isn't an in between event that I can set that variable to 0
>>
>>164708362

play dark souls 1
then play dark souls 3

tbqh
>>
>>164698051
>literally a child seeking attention
>>
>>164708767
out themselves so they can get direct feedback/abuse from you guys
>>
ledge climbing is fucking working bitches!
>>
>>164708919
Shovel Knight isn't a metroidvania.
>>
>>164708767
Get direct feedback but also answer questions about why X or how to accomplish Y.
>>
>>164708439
I cant get a picture because Unreal's being silly with snipping tool, but there was nothing to pick. I guess its because the classes that went into it are children of just UObject, and it doesn't like those. Ideally I'd just like to add many instances of my item class and change their values right there, but I guess that's just not possible for whatever reason. Im probably just going to make the container generate all the stuff inside it at runtime, and Ill feed in a table of stats for it to loop through.

Pretty weird how Blueprints and the editor just hate UObject, unless Im missing something huge.
>>
>>164708968
I don't understand this sounds very easy.
>>
how's gamemaker2's performance? Can it handle hundreds of collision objects without bitching?
>>
>>164708968
You click a guy, and retrieve the info from him or the database depending on the info the click transfers, applying whatever effect you wanted to the guy, then on the next click you clear this info and get the info from the next guy.

It's probably less complicated than you're thinking it is.
>>
>>164708968
how i implemented this is to have the game screen control store a reference to the currently selected unit. then when that unit's control is drawn, it checks with the game screen control to see if it is the one currently selected.
So instead of storing a variable for each unit control "selected? = True", the game screen control has "currentlySelectedUnit = plane043"
dunno if this helps
>>
File: sword.gif (4MB, 800x600px) Image search: [Google]
sword.gif
4MB, 800x600px
>>164705496
Construct 2. I'm using the paster plugin to draw quad of sprite underneath.

>>164705552
I have basic combat setup. Couple of enemies.

>>164706130
The game runs 640 by 360. It scales up from there.
>>
>>164709367
>>164709379

I think I understand, I just need to see how I can divide the objects up since they are all clones of each other essentially.
>>
>>164709273
I don't really understand how you structured it. But what kind of array is it? Its type has to match whatever you're trying to reference.
>>
>>164708995
don't get me started on dark souls, all of dark souls is shit, all of them are half finished.
ds2 is better than ds3 mein neiger
>>
>>164706950
Maybe she just likes putting things in her mouth, anon. Don't let her dreams be dreams.
>>
File: renderproblems.png (154KB, 1920x1080px) Image search: [Google]
renderproblems.png
154KB, 1920x1080px
>>164707037
Trying phaser, doing the tutorial. On the very first one, this happens. It's supposed to show the star image, but it doesn't seem to want to.

Maybe a problem with the way brackets makes a web server? Guess I'll try an alternative to that.
>>
>>164709081
>>164709221
Hmmm two votes for out. I am tempted to do so.

My main barrier here being that I actually didn't touch the tool until being hired a few months ago. Still have a lot to learn. Would be happy to answer what I know, and always happy to learn more. Just figured there's probably people in this thread that know more than me.
>>
File: pond.gif (4MB, 718x429px) Image search: [Google]
pond.gif
4MB, 718x429px
>>164705795

Was doing that separately so I could add it to this.
>>
>>164709273
snipping tool? what snipping tool? just hit printscreen, open paint, crop and post it.
>>
>>164710040
hit F12 in the browser -> networking, reload, see if any requests are 404ing or similar.
>>
File: no404.png (117KB, 1920x1080px) Image search: [Google]
no404.png
117KB, 1920x1080px
>>164710335
Nope. If anything this raises more questions.
>>
>>164708919
>shovel knight
>metroidvania
>What do metroidvanias need in order to be considered good?
You could start at learning what the genre you are trying to make is.
>>
File: 1483247735265.png (313KB, 1280x720px) Image search: [Google]
1483247735265.png
313KB, 1280x720px
>decide to profile for rendering for kicks
>my debug rendering added like 2000 draw calls
>goes down to <30 without it
Kek
>>
>>164710159
Holy shit, that's really pretty. What if you add in a faint reflection?
>>
>>164710630
>>164710335
>>164710040


Disregard this I suck cocks.
Add sprites in the create function, not the preload function.
>>
>>164709960
DS1 is objectively the best game ever made so...
>>
>>164711147
it's almost like i'm really on /v/
>>
Game dev is a waste of opportunity cost
>>
>>164710630
200 (=OK) in the first row means there are no issues loading those files. So it's not a server thing.
>>
>>164710630
if you're having problem with the webGL, use canvas for now instead.

new Game(width, height, renderer, parent, state, transparent, antialias)

use render: Phaser.CANVAS
>>
>>164690579
>>164690486
killscreen is an easy lay (but also really good).
you dont need to be ~discovered~, just bug their writers until someone bites.
>>
>>164699841
>rendered in 3ds max

pfffffffffttttttttttt AHAHAHAHHAHAHHAHAHHAHA
>>
>>164710986
Thats what I'm trying to do
>>
File: mechaprogressv8.webm (3MB, 768x720px) Image search: [Google]
mechaprogressv8.webm
3MB, 768x720px
Boss test.

Maybe I can make it to the demo day. Still no name for game...
>>
>tfw bad at ur own game
>>
>>164711147
let's see
lost izalith
demon ruins
new londo
>>
>>164712319
I mean how sad is it that even with its late-game flaws it still manages to be better than all other games ever created?
>>
>>164710964
>1k drawcalls normally
it's okay
>>
>>164711659
enemy bullets are kinda dark. i didnt notice them until a second watchthrough, other than that this is pretty fucking sweet.
>>
How hard is it to implement something that randomly generates and populates a stage with enemies based off a few variables?

I got ideas for how to make my game better but I don't wanna go full retard and waste a lot of time by going over scope
>>
>>164711659
>>164711659

you call that a boss
>>
>>164712754
Easy. Difficulty scales up with how complex the generation becomes in terms of special rules and exceptions.
>>
>>164711659
>>164712554
Eh it's not that bad, but do consider something that gives a clear contrast between your shots and his, can't see it in the stream of bullets.

Nice tho.
>>
File: 1435155294842.jpg (59KB, 590x479px) Image search: [Google]
1435155294842.jpg
59KB, 590x479px
>scenegraph
>nodes
>blueprints
>entity-component system
>drag n drop
>asset manager
>having to import sprites/audio

just give me the option to just use a fucking text editor and a compiler ffs
>>
>>164711659
it really feels like it needs some way to move quickly while in the air.
>>
>>164713143
>just give me the option to just use a fucking text editor and a compiler ffs
Who's stopping you from doing that?
>>
Holy fuck there's like 80 different ways to move the character in Unity but I still don't know what situations certain methods are best for.
It's real fucking hard to start making games when you don't know what the fuck you're supposed to be doing for the very first step.
>>
File: 9bd.gif (582KB, 480x270px) Image search: [Google]
9bd.gif
582KB, 480x270px
>>164713237
>>164711659
TRANS-AM or just dash or something.
>>
>>164713441
Download UE4
>>
File: Ww18YmU.gif (814KB, 320x240px) Image search: [Google]
Ww18YmU.gif
814KB, 320x240px
>>164676742
>Jukedeck with actual real slavs that you have to pay

I'm good, thanks.
>>
>>164713441
Just fucking do it.
If it doesn't work change it. You'll learn, and you'll become smarter.
>>
>>164713441
pick one and change it when it starts causing problems

there is a standard character controller in the standard assets, use that for now.

what's your game genre / camera / style? we can narrow down the possibilities
>>
>>164711659

boss is too slow, bullets are too dark, missile fire rate is too fast, mech is too slow (looks impossible to dodge at close range)
>>
File: IMG_20170105_183320.jpg (4MB, 3024x4032px) Image search: [Google]
IMG_20170105_183320.jpg
4MB, 3024x4032px
>>164676016
>>164709081
>>164709221

I will answer whatever I can anyways. Work in services more than the engine, but enough stuff all around.
>>
>>164713143
>open up notepad
>write entire game
>google "C++ compiler"
>make millions

Was that so hard?
>>
>>164713719
holy shit kek
>>
>>164713719
Fucking meant to reply to my own post, not OP's. Shit, kill me now
>>
>>164713719
OK, here's my question...

Are those khakis, or jeans colored to look like khakis?
>>
>>164713719
Do you enjoy being paid to work on a shitty engine?
>>
>>164713719
When are we getting a new version of C#? For fuck's sake
>>
>>164713617
I was thinking of a semi-isometric platformer ala the lego games, either that or a mario 64 clone. either way, the camera would be a good distance away from the player, and the style would be very dark but goofy (for the lego clone) or whimsical and free (for the mario clone). As for the genre they'd probably both be action games, with a combat system that's hopefully simply but satisfying.

I know that's a little too ambitious for my skill level, but those are what I was planning to work towards.
>>
>>164713719
Where's the basic 2D support like tilemaps that were shown off in development ages ago? I'm sick of writing my own and having everyone say "buy this asset"
>>
>>164712448
i don't think it's better, it's just something that hasn't been done.
>>
>>164713719
when will you fix unity's floating point errors in the inspector? It really triggers my autism when things from from 1 to .9 recurring all the fucking time
>>
>>164713719
>3.87 MB for a timestamp
Yep, its a Unity dev
>>
>>164713719
Seconding this
>>164714134

The only features i've cared about having in Unity the past few years.
>>
>>164714223
but anon, 1 and .99 recurring are the same :))))
>>
>>164713719
XInput instead of RawInput when?
>>
>>164714108
iirc in the lego games, your character moves relative to the camera while the camera moves relative to the player

the default controller won't work for your situation. if you need collisions, use a rigidbody, and move it with rigidbody.MovePosition(). You'll have to figure out the move vector yourself
>>
>>164713719

are you cute? to me you are cute! cute!
>>
>>164713719
When we want to return/refund assets, please let us go through the Asset Store versus emailing the developers directly, that shits too confrontational for betas such as myself
>>
>>164713719
Is the "new" forum style going to be deleted? google indexed it even after it was rolled back
>>
>>164714592
Thanks, that's certainly a start.
>>
>>164713719
So I tried my DD12 demo and when I play it in a non-native resolution everything turns dark as fuck. Is that a Unity-related bug or am I doing something wrong? According to google it's both.
>>
How do I make a customizable mech? When the legs, body, and arms could have different bones and sizes, I don't know how to make all that work.
>>
File: 6d0.webm (2MB, 375x221px) Image search: [Google]
6d0.webm
2MB, 375x221px
>>164713719
>actual unity shill browses /agdg/

fucking KNEW IT
>>
>>164713937
Jeans that look like khakis.

>>164714014
Actually yeah. I just find my work to be more entertaining from the nature of the beast.

>>164714058
It's being worked on. I don't know if I can safely post the nature of the remaining problems to fix or timelines, but it's getting active attention.

>>164714134
I honestly can't answer this because I haven't tried making 2D shit with it yet. I was practicing doodling with my tablet for prep though. Might do something on a weekend.

Need to drive back home. I'll try to answer more stuff then.
>>
>>164714603
faggot
>>
>>164715103
never post that video again
>>
>>164714985
If I were you, I would try a pure Isometric game first, with the camera parented to the (made a child of) the player character, at a fixed angle. You can expand on that later.
>>
>>164713719
if i don't want the unity splash in my game so i buy a license a day before i publish and then cancel renewal, will you sue me?
>>
video games is art
>>
>>164715321
you know everyone's going to know it's a unity game anyway right
>>
File: 1354862345775.gif (2MB, 287x193px) Image search: [Google]
1354862345775.gif
2MB, 287x193px
>>164715220
Ok, sorry
>>
>>164713719
will we ever see unity's enlighten support point lights, spot lights, streaming levels and breaking holes in walls?

it's embarrassing that enlighten supports all this shit but unity doesn't
>>
>>164715403
it is, and don't let anyone say otherwise
also, games include art so it's already art
>>
>>164715403
cool logo
>>
>>164715321
>being embarrassed of the game engine you use
>>
>>164715403
>this is what 80% of all engine dev progress will ever be
you just dont know how many rainbow shapes ive seen over the years.

i wonder what happened to them all.
>>
IN gamemaker, if i wanna make my char duck, should i use object_set_mask for the collision detection purposes and then just return it back to normal when not ducking?
>>
>>164715427
i'm not worried about that, i like unity very much actually. i'd just prefer to go right into the game/main menu without any splashs whatsoever, like inside did.
>>
>>164715763
this sucks especially if you use unity to create non-game applications for mobile. like, if you open the calculator, you don't have to sit through a splash image before you can use it.
>>
this place have a discord ?
>>
File: FLUB.png (123KB, 442x374px) Image search: [Google]
FLUB.png
123KB, 442x374px
Holy shit, I accidentally made Flubber
>>
>>164715986
https://discord.gg/FT8A7
>>
I want to make a game that's based upon a mix of minecraft and real physics

Where do I start?
>I've made 2D physics simulation games in Java and LibGDX
>I'm kind of interested in Unity3D
>I also plan on making a game engine in C++ some time in the future also using OpenGL

I feel like I would have to make my own engine to be able to do what I want to do. Or is Unity3D so versatile that I should just use it?
>>
>>164716173
what extra physics could you add to minecraft?
>>
>>164716119
>262 members
holy shit i thought this general was 20 people
>>
>>164716173
Don't start. Seriously.
But if you do, even if you can do a Minecraft with Unity, it will bite you a lot of times with its "you can't touch this thing"
>>
>>164715613
I've seen a lot of pixel art mockups and unity pill games that died.
Only the top 0.5% of AGDG devs actually finish something.
>>
>spent all day just writing thoughts down and what I should do next

didn't really do anything but i did something
>>
>>164716283
a lot of them dont post in the agdg thread anymore, but rather just stay on discord/tumblr/twitter.

there's probably only 20~40 active people there at any given time
>>
File: newselect.webm (2MB, 1280x720px) Image search: [Google]
newselect.webm
2MB, 1280x720px
Somebody suggested I do a little highlight graphic for clickable objects, how does this look?
>>
>>164716283
>122 IPs in thread, which underestimates by not counting infrequent posters
>262 members in discord, which overestimates by counting people who haven't posted in months like me
>>
>>164716283
Most of those members are just anons checking the chat out once and never coming back.
>>
>>164716485
when do you get to have sexual intercourse with the furry
>>
>>164716485
It's very subtle. They probably meant an outline over the object. As is this is no more useful than the cursor changing shape over an object
>>
>>164716485
So it doesn't matter where you go, that girl(?) just stays in front of you shaking her ass? She looks like an animated sticker
>>
>>164716485
The bloom looks pretty bad, man
>>
>>164716485
Can you skip to the sex scenes?
>>
>>164716493
discord also underestimates in that I'm sure a lot of 4chan-side posters haven't even joined
I think it's fair to say that regular/semi regular posters is probably safely in between the two though
>>
>>164716620
As a side note, I am not your target audience
>>
>>164716620
Welcome to visual novels
>>
>>164716485
Nobody moves that much while standing still
>>
>>164715725
anyone?
>>
File: tQIaVJ6.png (673KB, 638x476px) Image search: [Google]
tQIaVJ6.png
673KB, 638x476px
https://www.youtube.com/watch?v=NXQEX_4gVYc

I know this game is obviously shit but it really made me want to see more cellphone games being developed
RPG would work fine, as would anything that doesn't require precise controls or high framerate
>>
>>164714058
Didn't 5.5 ship with a mono update?
>>
>>164716283
The existence of the discord only proves that even the old devs cannot stand this thread anymore.
>>
>>164716267
All Minecraft has is solid bodies, gravity, and redstone. There's plenty of things I plan on adding

>>164716349
>Don't start. Seriously.
why not?

>it will bite you a lot of times with its "you can't touch this thing"
ew
I've had to edit libgdx libraries to make them work with my last game, and it was a horrible experience. Unity would be 100x worse i imagine
>>
>>164716485

I think that looks alot better! Although rainbow is alittle off for a symbol color. Maybe just one color for the selection graphic.

Which color says Species Traitor?
>>
>>164716485
post her dog cunt
>>
>>164716865
It's still C# 4 and .NET 3.5, it's still very old.
>>
private static void AddressElementClickable_AddressElementClickableClicked(AddressElementClickable sender)
>>
>>164717154
java is so elegant
>>
>>164716861
Literally nobody has those kinds of phones anymore. May as well develop something for the NES
>>
>>164716119
thanks
>>
>>164716485
yiff in hell furfag
>>
>>164716978
>>Don't start. Seriously.
>why not?

You have a lot of tech to do, even if it is fun it will take quite some time. That means that after all your time and effort, that will be a lot, you will see that your cubed game, labeled as minecraft clone by everybody, is ignored by everybody because there were too many clones, and all of them lost to the original.
If you want to have some fun doing it for yourself go ahead, but don't expect players unless you are also a pro with marketing and you do a Minecraft more than 2x times better
>>
>>164717015

I'm gonna put an option for color in the options menu.

>>164716629

Yeah, I'm still working on writing a better shader for that but I'm new to GLSL.

>>164716620

She stands in place in the room wherever I want to put her until talking where she moves into view. It's somewhere between VNs and adventure games.

>>164716617

They posted a swirly circle example, highlighting objects would mean defining the shape of the objects which means more memory use.
>>
>>164717232
Serious question : How would you do it then?
It's easy to meme but let's see your solution.
>>
File: image05.gif (851KB, 800x200px) Image search: [Google]
image05.gif
851KB, 800x200px
This shit is damn impressive

https://blogs.unity3d.com/2017/01/04/adam-vfx-in-the-real-time-short-film/

I didn't understand a thing.
Why am I so bad? ;_;
>>
File: file.png (25KB, 825x77px) Image search: [Google]
file.png
25KB, 825x77px
>>164717083
Eh it's a beginning
>>
File: fizz.png (15KB, 773x235px) Image search: [Google]
fizz.png
15KB, 773x235px
>>164717154
>>164717232
Step up
>>
>>164717463
I'm a Unityfag and I was disappointed at how much of that was just baked in other programs and not actually a demonstration of stuff that's in engine and dynamic.

That gif you posted for example is just an animation in 3DS Max that they baked and exported. Unity isn't doing anything other than playing back that animation.
>>
>>164717604
>final int
why the final
>>
>>164717687
Final destination
>>
>>164717648
Still pretty cool. Can you do that in Blender and import?
>>
File: image12.gif (196KB, 600x300px) Image search: [Google]
image12.gif
196KB, 600x300px
>>164717648
the shaders they made were pretty cool.
>>
>>164717687
There's no turning back motherfucker
>>
>>164717781
Did they release the assets and shit?
>>
I noticed while learning some different engines that Godot specifically doesn't follow MVC programming. I'm somewhat well versed in this method, would that make Godot a bad choice? Maybe I should be using LOVE instead?
>>
>>164717424

Well, the swirl or circle is indicative to direct attention to an object. So that sort of symbol is definitely what you want for a cursor highlighter.
>>
>>164717871
no
but they posted links to some of tools they used

https://github.com/Unity-Technologies/VolumetricLighting
https://www.assetstore.unity3d.com/en/#!/content/56666
>>
File: 2017-01-05_22-24-07.webm (3MB, 800x436px) Image search: [Google]
2017-01-05_22-24-07.webm
3MB, 800x436px
Deadzone is now functional (you can see the error in my controller when I set deadzone to 0) and the description for control methods is now dynamic.

This takes care of the bare minimum that I cared about for UI. Now to spend the rest of the time until Demo Day polishing this non-game. Hopefully it'll work.
>>
>>164717271
I know, but the concept is really cool
>>
>>164715613
>>164715501

logo you say
>>
>>164717920
I'm not even sure what that means.
Would it severely impact your ability to make a game?
>>
>>164717920
MVC is pretty shit for games. Separating logic from presentation is enough.
>>
File: thumb.jpg (47KB, 500x500px) Image search: [Google]
thumb.jpg
47KB, 500x500px
>>164718154
kek
+1
>>
>>164718097
Eh fine enough.
>>
I am THE Unity master.
Ask away ANY kind of Unity questions and I'll be able to answer them.
>>
File: TruthPuzzleCube.webm (1006KB, 800x416px) Image search: [Google]
TruthPuzzleCube.webm
1006KB, 800x416px
The spooky lands puzzle cube will uncover ghostly secrets. You can use it to even save yourself from objects with ghosts in them, revealing skulls on those objects.

Gonna try using it for hidden doors, clues etc.
>>
>>164717920
Godot offers a pretty decent alternative but if MVC is absolutely necessary then I would choose another engine
>>
no gameplay
only anime
>>
>>164718362
how do i make unity stop dressing provocatively at social gatherings when she knows i'm not allowed to cum
>>
>>164717459
Theres nothing wrong with the language (C# btw) just my shitty naming convention
>>
> lua doesn't have ++ or --

i feel like this is a bad omen
>>
>>164715108
Nobody is replying to you now so I guess it's up to me to say, you're a swell guy Unitybro. Thanks for humoring our shitposters.
>>
>>164718362
why is there no function which creates a prefab from a gameobject
>>
>>164718627
>vague half answers
>you're a swell guy Unitybro
not really
>>
>>164718627
>I guess it's up to me
no, fuck off
>>
>>164718492
Stop being rude to her and she'll listen.

>>164718789
https://docs.unity3d.com/ScriptReference/PrefabUtility.html

http://prof.johnpile.com/2014/07/27/generateprefab/
>>
>>164717415
>labeled as minecraft clone
I plan on making it initially for stem learning

I just typed 1k characters, but deleted them as my ideas sound just too good to share
Although i am an autist and have unusual tastes when it comes to fun
>>
>>164718607
It's a language made by Brazilians
>>
>>164718363
That camera movement looks really nice and fluid. What's your secret?
>>
File: idea-thief.png (255KB, 519x352px) Image search: [Google]
idea-thief.png
255KB, 519x352px
>>164719010
>I just typed 1k characters, but deleted them as my ideas sound just too good to share
dont you want valuable feedback.
please, share them.
>>
>>164718997
does that work outside of the editor
>>
>>164718607
>i feel like this is a bad omen
Indexes start at 1 instead of 0
>>
>>164719130
apparently it doesn't, which makes this useless

i need this functionality for actual games
>>
>>164719241
>>164719130
Wait why would you want to create a prefab while playing the game?
>>
>>164719241
Instead of a prefab that you instantiate, have a prototype game object that you clone.
>>
>>164719063
Motion Blur, Bloom, and DOF effects.

Not even joking.
>>
>>164718607
it is
>>
>>164719241
No, seriously, I can't see how the fuck would you use something like that.
>>
>>164719241
What? Why would you need to create prefabs outside the editor?
>>
>>164713719
Unity shill is back.

>>164717558
What I will point out is this link. http://www.mono-project.com/docs/about-mono/compatibility/ and I will say the obvious that it's nice when there's no upstream bugs.

>>164714603
I dunno. I had six different partners in college and none in the years since. Probably came down with a case of the uglies.

>>164714610
There's a prototype project I am working that might fix this as a side effect, although not the original intent and that's just in my corner of the company. Unity's recently broken the 1200+ employee headcount barrier. I wouldn't be surprised if the asset guys are working on that but I have no eyes there.

>>164714625
I am going to need more context. I haven't been around long enough to experience and older forum version besides just some board link rearrangement.

>>164715103
I've been browsing for awhile. I just usually avoided the vidya related boards before. I call /f/ home.

>>164715321
I'm not a lawyer but I doubt it. The way I see it, you paid for the month, you paid for the ability to remove the splash screen for a month, you did, and you released your game. The only problem that kicks in now is that once you cancel your subscription, you have effectively frozen your game because it relies on pro level features you no longer have after a month. It's up to you if you're fine with that.

>>164718627
Well I skipped a lot of people's questions, even after this post, simply because I haven't actually made much of jack and/or shit with the engine myself yet. I keep telling myself to set aside more time for it, and I don't follow through. Maybe hanging around here will fix that.

But really, I'm sorry I didn't answer the following questions. I've literally built the unity editor from source more times than I have built any games or assets with it. I'll at least acknowledge you.

>>164714223 >>164714447 >>164715001 >>164715452
>>
>>164719048
>>164719184
>>164719528

it is worth dealing with for love2d?
so far the framework seems pretty nice to work with, but I don't want to spend 600 hours fighting with it if there's a better option
>>
>>164719389
This is all a prefab is anyways.
>>
>>164719831
>it is worth dealing with for love2d?
No, use C++
>>
>>164719831
I'm not a fan of Lua for gamedev. If you want something that's better I'd recommend Godot.
>>
File: by_the_power_of_open_source.png (1MB, 1680x1050px) Image search: [Google]
by_the_power_of_open_source.png
1MB, 1680x1050px
reminder that building your own engine is easy if you steal from github
>>
>>164719827
When is the current Input Manager going to be thrown away. I can't believe how limited that thing is with scripting. Will there be a better way to create rebindable keys without relying on the crappy launcher?
>>
>blender
ewww
>>
>>164720026
>steal from github
licenses exist.
if you went public you would be sued in a heartbeat.
>>
>>164719274
>>164719389
>>164719583
>>164719757
level editor for players, here's a really easy example

player is in the level editor, places a couple blocks in the scene.

-to save the players creation from within the unity editor, all i'd have to was drag it from the scene hierarchy into the asset browser, which creates a prefab.

-to save the players creation in an actual game, i have to translate the level into serializable data and then write functions to recreate the level using that data.

feel free to correct me if i'm wrong.
>>
>>164718248
>>164718394
Fair enough, it was just a curiosity.
>>
>>164719010
I also worried about sharing my ideas. The reality is that they have no value by themselves, and you can fix them by letting others point what is wrong with them.

Anyway, you are doing it "initially" for stem learning. If you delete "initially" from that sentence you will be fine. Otherwise try doing something different.

Your idea of a game is only useful if it details all the important aspects of the game and if it has no loose ends. To know if there are no loose ends you need to expand your idea and specify all the details and fix all the problems that arise before doing anything else. Seriously, the idea may be broken and you will notice too late unless you analize it soon.
>>
>>164720187
You're right, but it's easy as fuck to serialize data and de-serialize it in Unity. Hell, I think there are functions that do that automatically for gameobjects and shit.
>>
>>164717781
I'm not sure what this is suppose to convey.
>>
I want to use Godot but apparently there's a new version right around the corner. Should I wait, or just say fuck it and start now with something like SFML?
>>
>>164720391
puddle effect when walking on wet floor.
>>
>>164720026
>orgasm.wav
lul
>>
>>164719827

> I had six different partners in college

that's 6 more than me!
>>
>>164719827
about the forum, this is the old style. sometimes it pops in google.
Example: https://community.unity.com/t5/Game-Design/Feedback-Friday-43-June-24-2016/td-p/2641372
>>
>>164720442
highly doubt the new version will be so different that you'd need to waste any amount of time updating.

you can use sfml, but you'll be wasting your time.
>>
Does anyone use the FarCry 2 health system?
>>
>>164720629
Oh wow. That ummm... that doesn't look great. I don't know what to say? There was some discussion about killing off slower/less useful parts of the site similar to this but I don't know if it went beyond just talk.
>>
File: spacemen.webm (648KB, 800x600px) Image search: [Google]
spacemen.webm
648KB, 800x600px
>>
>>164720985
I think It is not a priority but it is there
>>
Dungeon crawling:
Is it more fun with real-time, 8 directional movement with bullet hell elements
-or-
grid-based, turn-based movement with "bump" and ranged AOE combat
>>
>>164721170
could have sworn i saw this guy in a medieval setting slashing slimes.

now he's in space?
is he a time traveler?
>>
>>164721358
flip a coin
>>
>>164721170
Looks real good! How did you handle the player moving relative to the camera's rotation?
>>
>>164721198
Yeah but people still find their way there and to similar old support-like parts of the site rather than the active forums. Don't want people to be thinking they are having a real conversation when they are actually in an empty room.
>>
>>164721170
it looks like 3d terraria
>>
>>164720305
sure it's easy but it quickly turns into a thousands of lines of code. which fucking sucks when it works like magic in the editor.
>>
>>164721545
dude this is basic shit.
>>
>>164721627
>thousands

Nah nigga.
>>
Can someone put up a new discord invite link? The one posted earlier expired.
>>
>>164721358
Both are fun. Depends on what you want to make. Do you want to make an action game, or a strategy game?
>>
>>164721737
https://discord.gg/g7HvwXm
this one goes bad when a mod removes it.
put it in the OP
>>
how much would you pay for a matchmaking lobby script in gamemaker?
>>
File: collision more.webm (3MB, 1026x764px) Image search: [Google]
collision more.webm
3MB, 1026x764px
>>164721770
Dungeon crawling is going to be a small-scoped minigame that you go through to farm loot. I don't want to have to deal with programming gigantic strategy and situational events into it and I think turn-based might necessitate that, so I think I'll go with real-time.
>>
>>164721870
Why should it be in the OP? The discord group doesn't want to be affiliated with us. They always shit on this thread.
>>
>>164721937
what a fuck
>>
File: rechargangaems.png (2MB, 1229x1695px) Image search: [Google]
rechargangaems.png
2MB, 1229x1695px
>>164720902

Best health system.
>>
>>164720023
thanks anon, godot seems pretty neato
>>
>>164722014
wuddup
>>
>>164721937
Ah I see. Yeah I think realtime would work better then. When I play a traditional turn based roguelike I like to have plenty of strategic options. If I'm just running around getting loot then a real time action game would fit better.
>>
>>164722196
The only thing is I want to use my oryx graphics as the game's graphical set, and they only have 2-frame animations that suggest an idle state, so I'll probably have to get creative..
>>
>>164721870
>https://discord.gg/g7HvwXm
Thanks mate
>>
File: spell.jpg (22KB, 354x161px) Image search: [Google]
spell.jpg
22KB, 354x161px
Completely new to /agdg/ stuff

How would you go about implementing and templating a spell system?

I want to press a button and shoot a fireball. Then I want to press another button and switch to frost nova, etc.
>>
>>164721987
Steamchat 2.0
Riding on 4chan to set up their demodays and jams but otherwise they don't post here and refuse to even acknowledge agdg exists.
>>
new thread
>>164723234
>>164723234
>>164723234
new thread
>>
>>164676645
Faildress? More like FailFace!
>>
>>164721987
12 hours a day this place is borderline unusable, they have a good reason to shit on this thread.
>>
>>164723438
>wow that thread is shit!
>I know, instead of contributing progress with the rest of the yesdevs I'll just shit on it and become the very thing I hate about that place!

Perfect logic. This is why we hate discord, they shit up the place and act like it's everyone elses fault.
>>
File: Capture.png (21KB, 895x861px) Image search: [Google]
Capture.png
21KB, 895x861px
2 planes losing radar contact on each other, with last known position and projected possible position based of known velocity.
>>
>>164708439
You're not making any sense. Make an array of whatever class you want then check "editable". If you can't pick what you want, you chose the wrong class.
>>
How do you guys do jumping in your games?
>>
>>164686687
PS1 games faked lighting A LOT. I think you could replicate that using textures.
>>164702059
LOL
>>164711937
Okay, I don't get it.
If you're bad at your own game, does that mean it's too difficult?
If you're good at your own game, does that mean it's too easy?
>>
>>164713719
Alright, I'm a noob. Obviously, I wanted to begin using Unity's official tutorials. However, all of those videos have only been tested using Unity 5, and all of the comments are complaints about how it doesn't work. Should I still do the official tutorials? Or try to learn from some place else, like Sebastian Lague?
>>
>>164721170
Badass! This looks like it's ACTUALLY from the N64!
>>
>>164728024

I like it, but it looks nothing like N64.
Thread posts: 808
Thread images: 139


[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y] [Search | Top | Home]

I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


If you need a post removed click on it's [Report] button and follow the instruction.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com.
If you like this website please support us by donating with Bitcoins at 16mKtbZiwW52BLkibtCr8jUg2KVUMTxVQ5
All trademarks and copyrights on this page are owned by their respective parties.
Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the content originated from that site.
This means that RandomArchive shows their content, archived.
If you need information for a Poster - contact them.