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/agdg/ - Amateur Game Development General

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Thread replies: 778
Thread images: 138

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Tune in to "Progress: The Late Night Show"!

> Play Comfy Jam!
itch.io/jam/agdg-comfy-jam

> Play Demo Day 12!
itch.io/jam/agdg-demo-day-12

> Upcoming Demo Day 13
itch.io/jam/agdg-demo-day-13

> 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
>>168763480

> Previous Demo Days
pastebin.com/KUSDs9vt

> Previous Jams
pastebin.com/8DFkkce3

> Engines
Construct 2: scirra.com/construct2
GameMaker: yoyogames.com/gamemaker
Godot: godotengine.org
LÖVE: love2d.org
Monogame: monogame.net
UE4: unrealengine.com
Unity: unity3d.com

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

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
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>>168818895
first for adding a link to yesdev in the OP
>>
>game mechanics
its not a car, dumbass
>>
im not good enough
>>
>>168818982
Thanks, anon. Sounds pretty sad tbqh.
>>
What is the best engine
>>
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Your progress is important to me. What will you make today?
>>
please allah protect this days daily thread from the encroachment of the infidels
>>
>>168819669
V12
>>
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PROGRESS

did a custom inspector extension for map events, should make building levels much easier
>>
What if gogem doesn't even post here anymore and its just a bunch of people trolling pretending to be him?
What if gogem never even existed in the first place?
>>
>>168820108
A good tradesman makes his own tools.
Well done.
>>
>>168820140
that conspiracy theory would work if it werent for the fact i have proof of my existence through the things i make.
>>
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What's your dayjob, /agdg/? How do you support your gamedev habit?
>>
>anons jealous of the attention goog gets
>keep giving it to him
>>
>>168820108
>1280x720

holy fuck why is OBS so difficult to use

I wanted it CROPPED wtf is this shit
>>
>>168819750
Attempt to finally grasp the art of the new Physical Animation component I'm starting to think I should just use the old-school blending. This little shit refuses to obey me.
>>
>>168820336
Im a food engineer at Papa Johns
>>
>>168820384
You know you can crop and trim with Webmconverter?
>>
>>168820336
neet
My parents support me.
>>
>>168820336
I'm a failing biology student
>>
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>>168820309
I remember when you went on crazy rants for months about how any indie game had to be super original to succeed...
And then made multiplayer ROCK PAPER SCISSORS expecting it to be a commercial success!

You can't make this shit up
>>
>>168820336
Was a technician in a coal mine. Sickness got the better of me, so for now I'm neeting around on my savings.
>>
>>168820364
it isnt the YESDEV coming out but an upcoming episode is going to be on marketing so hopefully they can get the attention they want if they ever finish their episode 0 tutorial game and get to move on
>>
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>>168820469
yeah, I realize that, but I assumed when you cropped in OBS it would -actually- crop and not do some crazy shit like black out everything outside of the crop region
>>
>>168819750
I am spriting the mid boss for verse 02 and will begin it's AI relatively soon(ish).
>>
>>168820541
>(9, 0) is black
Dodged a bullet there.
>>
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>>168820336
Saved up student loans
Going to study more from autumn just so I can take up more loans/grants
>>
>>168820336
I work as a son
>>
>>168820662
are you doing more yesdev?
>>
>>168820541
I like it. These super basic sprites have always been comfy to me.
>>
>>168820336
I drive a ferry.
Good money but I wish I could dev on the job
>>
>>168820587
AGDG has a penchant for misremembering things. there were no crazy rants and i never claimed to know how to be """"successful"""" especially given i dont use bullshit manlet loaded terms like "success" or "professional" or "fun".
being original is my opinion and will always be my opinion.... why even bother making things if you dont want to make something new?
>gogem rants and raves
fake news

>>168820951
new one in a few days
>>
Hey anons, uploaded a demo of my game to itch.io
If you have some spare time to playtest this really early version of the game I'd appreciate it. I'll leave the page up for tonight and probably take it down tomorrow.

https://aaaleee.itch.io/international-bounty-hunter

>>168820336
I work remotely as a software developer.
>>
burrito galaxy looks fucking stupid

i mad
>>
>>168821301
who is you...
>>
>>168821378
hey mushbub
>>
>>168821301
>putting my progress to a screeching halt
Fuck you.
How / where do you want to receive feedback?
>>
>>168821454
I post here on weekends, been here for ages. started this project a couple of months ago. I keep to myself and just reply to progress posts though so I reckon I don't draw much attention.
>>
>>168821710
never seen you here before whodev
no free advertising
>>
>>168820336
part-time military

>>168821054
how you get that job? i wanna drive a ferry
>>
>>168821520
That's the attitude I like!
Any way you want is fine, here, tumblr (aaaaaaaaleeeeeeee), or itch.io comments.
Please note that the game is very unpolished and unabalanced, it's mostly a demo of the two main mechanics.
Thanks anon!
>>
So basically I should hold off on posting progress videos for a while?
>>
>>168821790
I've seen him around before, chill out shitfam.
>>
>>168821990
>whodev samefagging
here we go again
>>
>>168821207
This is how you always respond when confronted with your insane mannerism:
Either you deny everything, or go full "I was only pretending to be retarded".

Stop for a moment and think. Try to really consider this.
In any case, I think a break from AGDG would be good for you.
>>
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>>168820336
Retail wageslave
>>
>>168822120
You can fuck right off mate. IBHdev is cool.
>>
>>168821881
Boat captain jobs are in demand. If you're in the US like me, you can look up the coast guard requirements for a captain license. It's a bitch getting one, but once you have it you can probably get a job easy.
>>
show me some interesting shaders.
I want to be motivated to learn them.
>>
>>168818895
i'd like to make some quick art for a game im making. what drawing programs are good for pixel art
>>
>>168822120
kill yoursefl
>>
lol
https://www.youtube.com/watch?v=Ie9PGklrtkg
>>
>>168822621
photoshop or asprite
>>
>>168822621
Aseprite
GraphicsGale
MSPaint
Krita
Photoshop

Order intentional.
>>
>>168822740
>>168822765
thanks. will give a shot to aseprite.
>>
>>168822727
my dick
>>
I'm very new to unity, and last thread someone posted a link to a bunch of resources of things ripped from old games. I have an old spyro 2 map that I want to mess around in, but I'm extremely new to unity. How do I set it up the level in the scene?
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>>168822337
>>
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>>168822337
*UNITY SPECIFIC*
https://www.youtube.com/watch?v=OJkGGuudm38
https://www.youtube.com/watch?v=SMLbbi8oaO8

Intro to shaders
https://www.youtube.com/watch?v=T-HXmQAMhG0
https://www.youtube.com/watch?v=Tjl8jP5Nuvc&t=476s
>>
>>168821790
https://boards.fireden.net/vg/thread/163080092/#163104347
Here's a post from when I came up with the name of this game back in December, you can find posts about my game from November onwards.

>>168813947
This is me giving feedback to every other game dev in the previous thread. I usually do this a couple of times a week.

Pic related is my previous project, currently on hold.

I also made a shipping simulator for the vita a couple of years ago and posted progress regularly.

If you spent some time looking at progress posts and giving feedback you'd probably remember my game, but I've been participating in agdg for years and you don't get to say wether or not I can post my demo links here.
>>
>>168823580
http://pastebin.com/kWW5CPs1

>replying to a whodev shitpost
dude chill
>>
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>>168823071
Download the zip of the map or file, unzip, then drag and drop the whole folder into your Unity Assets folder in the editor. Then drag and drop the .obj file (I believe) into the scene and you'll see the 3D model. Dig around for the texture and you can drag and drop that onto the model.

The Mario 64 one is nice as it has a single texture for the entire map. Not sure if they are all like that.
>>
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I revisited some enemies behavior.
They can react to attacking their kin with fear or aggression, or turn friendly while helping them in a pinch.
>>
>>168823580
what does the black market shit do?
>>
what if gaming weren't filled with schizophrenic paranoid lunatics?
>>
>>168823071
>>168823819
Also a helpful tip from anon is to add a rigidbody to the map if you want to be able to run around on it with a character controller.
>>
>>168823879
As someone who's afraid of any kind of stingy flying piece of shit, fuck you.
Otherwise that's impressive.
>>
>>168824060
What if I wasn't such a fucking retard
>>
@168824060
Stop crying.
>>
>>168823819
I see. You say to drag and drop into the assets folder in the editor itself, but I'm trying to do that, and it's not allowing me. Do you mean the section that says 'assets' under the scene, or something else?
>>
>>168824060
then we'd have proof it isnt art.
>>
>>168823695
That's pretty good feedback, thanks anon!

The thing with warrants is, if you get to the same city as the criminal and you still don't have enough clues you are fucked and will fail the contract. If you are in that situation your best bet is to gamble and get an arrest warrant with all the info you have and filling out the blanks.
The flight is too long sometimes,and too short other times, I'm incorporating a news screen there that will add more to it, but I'll probably make flight animations a constant length instead of it being relative to the distance.
The UI feedback is great, thanks.
>>
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>>168824261
Hope this makes sense. Select folder from File Browser, drag and drop onto the Unity Project folder top of hierarchy named Assets
>>
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John Carmack wants to see a first person roguelike VR game.
Are you going to make it?
>>
>>168823891
You can buy stuff there and sell it somewhere else, sometimes events get triggered and items become 5x as valuable, those items will be usable in the future but are only for buying and selling right now.
Thanks for playing it!
>>
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Again, is Mixamo a valid way of rigging your characters?
>>
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>>168820336
neet master race
>>
>>168820309
>>168821207
>>168824358
Do you even posts games anymore? Did you ever?
>>
>>168824556
are you trying to force a new ebpic agdg meme
>>
>>168824803
Where is your game?
>>
>>168819032
I was wondering which character that was.

gg
>>
>>168824813
Why? I'm just asking?
>>
>>168824803
do other people's games count?
https://www.youtube.com/watch?v=iQ0e3QUADw8
>>
>>168824462
Ok, I know I'm being really dense here and I'm sorry for that, but I just cannot for the life of me find the place that I'm supposed to drag and drop the folder containing everything. The few models I have in the assets section are just ones where I imported the .obj file alone through the assets tab.
>>
>danny shitting up the thread
>take a month break to see if it improves
>come back
>he is STILL at it

*groan*
Guess this is something we have to live with, eh?
>>
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>>168825304
>>168824462

I would forget the damned file too.
>>
>>168820336
Database developer.
>>
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>>168825202
Onto this, it should allow you. if it doesn't try clicking between the Editor and File Browser (your computer's file browser not Unity's) to switch focus or something.
>>
>>168825352
I'm starting to think it's not actually him, and all indie devs are just like this.
>>
>>168821301
Do you accept game play footage feedback? To see the first moments of a beginner?
>>
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>>168825304
>>168825576
Or maybe even this (wrong picture and wrong post very impressive)
>>
>>168821301
http://pastebin.com/Yn7mXm6d
>>
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Requesting help with tick/delta seconds (in UE4).

So I'm trying to factor in frame rate for every single function that applies a force on a pawn. Basically, I'm multiplying the applied force in each of these functions by (Get World Delta Seconds * idealFrameRate) [idealFrameRate currently set to 120 because that's the framerate I had before I implemented this -- I'll factor it out later].

For some reason when I'm down to about 40-50 frames (or below) in the editor it gets seriously jittery and forces seem to apply by huge amounts. Can anyone tell me what might be wrong with this method?

The game is entirely physics based. Pawn is controlled by AddForce and AddTorque.
>>
I'm open to starting a dialogue about making art for your game, but you're going to have to tell me about your game before we begin.
>>
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>>168825352
>*groan*
>>
>>168824498
John can kiss my butt. I'm not gonna waste VR on ASCII graphics.
>>
>>168825917
AddForce already accounts for delta time
>>
>>168825762
Not the dev here.
That's a retarded question if I've ever seen one.
>>
This is it
The final voting session
The option that has the most votes by tomorrow will be the theme for the next jam
http://poll.pollcode.com/35192779
http://poll.pollcode.com/35192779
http://poll.pollcode.com/35192779
>>
>>168825785
I always have the weirdest and most inane problems with this shit. It's still not letting me drag and drop the whole file to that area. Even if I just select the obj file I can't drag and drop.
>>
>>168825917
That skinny fag should put down the VR and pick up some iron
>>
>>168826062
>Roguelike in 2017
>ASCII
Roguelike is just a buzzword now.
>>
>>168826223
Try the whole folder. Unzip, select folder from your computer's file browser, drag and drop onto Asset folder in Unity project. If you still can't after the next 5 minutes uninstall your operating system.
>>
>>168826194
I don't see why, but please, elaborate, I like to learn.
>>
>>168825762
That'd be awesome! It's probably going to be full of WTF do I do now moments but I'd love it.
Thanks!

>>168825857
Great feedback, thanks!
E:73% is your energy level, you need a hotel when it gets below 10%.
And yeah, all hotels do the same at the moment but the idea is that the more expensive ones will replenish your Energy faster

The wiki thing might be a good idea, but I haven't found a way to implement it in a way it doesn't become a reading game.

I'll see what I can do about the no warrant thing, there might be a mechanic I can implement to get the extra clues you need (maybe for cash).
>>
>>168826221
In the event of a tie, do we have a hybrid themed jam? Mecha Cops / Construction Loli / Other Pirates ?
>>
>>168826221
Cops has won every poll and every one of your shitposting polls. Refer to >>168823419
>>
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>>168826126
how does this work if the function that calls AddForce is being called on Event Tick? If I'm telling it to add 20,000 units of force every tick what is it doing to factor in the frame rate without me using delta seconds?

do you know if AddTorque does this as well?


very, very much appreciated
>>
>>168826431
The answer is obviously "Yes". Vidya feedback is almost better than the dev standing directly behind you while you play.
Any dev answering "No" needs their license revoked.
>>
>>168826549
No it hasn't.
>>
>mfw 3 days and counting to implement pathfinding with my turn system

Am I retarded?
Make sure you work around pathfinding instead of adding it after
>>
>>168826549
the poll he keeps posting is one big long-lasting poll and holds at least quadruple the value of all the shitty poals thrown around here
>>
>>168826648
You can say what you want. Nobody is falling for your shit.
>>
>>168826648
Yes it has see http://poal.me/joj5q4
>>
>>168826631
If you check the description, it says that AddForce is to be used 'as a thruster', so it's assumed to be called on tick and will factor in framerate to keep a consistent force over time.
This is as opposed to AddImpulse, which adds the amount exact amount you input.

Not sure about torque.
>>
>>168826457
>The wiki thing might be a good idea, but I haven't found a way to implement it in a way it doesn't become a reading game.

>BERLIN is the capital of Germany, where GERMAN is the lingua franca. Famous buildings include the Bundestag, Brandenburger Tor and the FERNSEHTURM.

Just make the keywords stand out with size, caps, and/or color. Add some filler around it, doesn't even have to be readable (Like many games do textures for newspapers, with the headlines and pictures visible and the text just scribbles).
>>
>>168826637
I see. I've only asked because he was talking about taking down the game tomorrow or something. This lead me to believe that this might be some sort of super secret project, and maybe he would actually mind having a video about the game on YouTube or something.
>>
>>168826359
Well that's exactly what I've been doing. Weird as hell.
>>
>>168824498
>what is Crystal Rift
I think he wanted more RPGs, sure, but idk about rouguelikes. Rougelikes/lites are so 2014.
>>
>>168826882
Sorry but agdg has spoken.

>>168826926
Protip: check the link before posting it.
>>
>>168826926
doesn't look like cops won that
>>
>>168827084
The fuck do you care? You shit on every gamejam.
>>
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Do you guys like my skill trees image
>>
>>168827057
https://twitter.com/ID_AA_Carmack/status/800775250241720320

"BTW, I think a first person roguelike for GearVR would be a good idea..."
>>
>>168827181
I'd play the shit out of a VR Legend of Grimrock. despite not having finished either one
>>
>>168824076
also tip use this

http://www.torahhorse.com/First-Person-Drifter-Controller-for-Unity3d-1
>>
>>168827153
is apathyposting a crime now?
>>
>>168826982
That could work if I increased the time speed and shortened the deadlines, otherwise beating the game would become trivial, the idea behind it is sucking at first and learning as you go. It's pretty good feedback, I didn't realize I was introducing artificial difficulty until you guys tested it.
Thanks again.
>>
>>168827174
>>
>>168827413
You do nothing but shitpost every jam and you have never even entered one. Despite lying to us multiple times about your intent to.https://boards.fireden.net/vg/search/text/jam/username/gogem.pro/page/2/ Fuck off.
>>
>>168827174
>>168827695
They seem to look ok, but it's hard to tell if we can't see them in game.
>>
>>168827078
>Protip: check the link before posting it.
That was the jokeee
Here's an old pol loli didn't win as a token of good faith http://poal.me/hufn45
>>
>>168827181
Got it, guess I misread it somewhere. The GearVR is an abysmal platform for games right now, literally anyone here could get something published.

It's like Steam Greenlight without any good games.
>>
>>168827174
Melee, Archery, Block/Defense, Taming?, Fire Magic, Ice Magic, Lightning Magic, Alchemy, Faith?, Necromancy, Occultism/Rituals?

Those are my guesses looking at em.

And I think they look pretty good.
>>
>>168827704
>https://boards.fireden.net/vg/search/text/jam/username/gogem.pro/page/2/
>im loooong passed that
time to filter this knob
>>
>>168827792
>175 days ago
>>
>>168827704
>never even entered one
i entered and made something for the previous jam of whatever the fuck it was
>>
>>168827923
Hey I said it was old
>>
>>168816041

The "Kung Fury" feel I understand, but what from the Quake soundtrack do you like? Are you wanting something more crunchy or specifically metal? Because that track is overall slower, maybe like 10bpm slower than the track I linked.
>>
>>168826359
I just wanted to note, for anyone else that may in the future have this issue, you can solve it by running explorer as administrator.
>>
>>168827927
You serious? You jerry rigged an old game jam game you already made for PEWDIEPIE JAM which happens to be Social Interaction Trainer a game you are now attempting to sell on Steam. You didn't do shit.
>>
>>168828171
what? no. what are you on about?
>>
>>168820336
Jobcentre post room worker. I'm the only guy there and spend 90% of the time making art assets on my laptop.
>>
>>168828171
>PEWDIEPIE JAM
That's fucking hilarious. Link?
>>
Software rasterizer. Trying load STLs exported from Blender; it works but only if I reverse every single vertex coord. I don't need to do that for hardcoded test objects and if I reverse the Z direction in Blender's exporter, nothing gets rendered (probably because the triangle direction is now wrong, not sure).

It doesn't help that Blender insists on a retarded z-up convention. Time to pirate modo I think.
>>
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Is there a good guide for Unity3D development (mostly focused on programming) that isn't written for a 2 year old? I know how to program and I just want to know how scripts are attached, how game mode is executed, how my workflow and development pipeline will look like, et cetera.

What I get when I search though is some 20 part video series explaining what a variable is and how to pass arguments in functions. I don't need that shit. I need to know how the engine works.
>>
>>168828582
catlikecoding
>>
>>168827695
nice sun icon :^)

>>168827902
Melee, Archery, Protection, *
Fire, Frost, Lightning
Alchemy, Light, Shadow, Arcane

*I don't really have a name for this tree right now. It's mostly animal summoning and shapeshifting. Current contenders are Animalism and Instinct.

Arcane is the meta magic tree. Five star points for five magic types.
>>
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>>168828442
https://youtu.be/DMw6o7497To?t=19m34s
19 minutes 30 seconds
Did a google for agdg pewdiepie gamejam gogem and found it
>>
>>168828582
I often have this kind of problem. Usually I have success by googling "<Thing> for <similar thing you already know> users/programmers". i.e. "Swift for C++ programmers", "3ds max for maya users". There are often videos and articles with names like that.
>>
>>168826817
There are existing solutions out there you know
It's just a matter of integrating it
>>
>>168828723
Oh damn, that's actually pretty cool. I really like how it's all text and pictures and not a video of some aspie opening up visual studio. Thank you! I need more stuff like this.
>>
>>168828442
he's referring to a big gamejolt weekend gamejam i participated in that was "sponsored" or whatever by pewdiepie. the theme/goal was to make a game specifically for let's players. i made the original social interaction trainer for that.

but i participated in the game jam AGDG just had a few months ago.... lewd jam? i was actually interested because theres an inherent and interesting goal in making something arousing.... i didnt finish though because i only gave myself under 2 weeks (because i was busy working on other stuff, not gonna spend a month on a jam) and my scope was larger than the time i gave myself. rookie mistake.
>>
how would you design an extremely flexible attack system where any actor/gameobject could (potentially) use any attack on any actor/gameobject? Interfaces?
>>
>>168828960
jfc
>>
>>168827927
>>168828284
What was your gamejam game you submitted for an agdg gamejam? I would very much like to see it.
>>
>>168828980
Googled Unity3D for UE4 programmers and I got a bunch of one versus the other threads lol.
>>
>>168829160
You didn't even start making that game. Click the "Join Jam" button is not "participating" until you actually have a game to submit.
>>
>>168828960
this is giving me second hand embarrassment so hard
>>
>>168827174
no, they look like cafepress shirts
>>
>>168829378
https://googumproduce.itch.io/maifu

>>168829506
revisionist history never stops
>>
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I can't watch anymore. Jesus Christ gogem just log off.
>>
>>168829615
You would know a lot about revisioning history.
>>
>>168828960
What the actual fuck? That's enough agdg for me for today. Not going to top this.
>>
>>168828760
Animalism sounds fine. Druidism?
>>
>>168829748
wheres the rest of this insult? lazy.
>>
>>168828960
It's rare for something to make me cover my mouth in shock but this did it. Thank you anon that is fucking hysterical.
>>
Can everyone PLEASE stop attacking Gogem? After all he has done for AGDG please just leave him alone ok
>>
Can everyone PLEASE stop attacking Hitler? After all he has done for the Jews please just leave him alone ok
>>
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>>168826945
in case anyone was wondering, AddTorque also seems to factor in frame rate for some reason.
>>
GOGEM
O
Y
I
M
>>
>>168829615
>https://googumproduce.itch.io/maifu
I was asking for the game jam submission, this is just a link to your itch account.

? Why are you doing this ? I want to be on your side. Fucking hell.
>>
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Added blocks only breakable by dashing. You can land on them, and stomping the skateboard doesn't break them. No idea what they'll look like when I decide on an actual art style later on. Also right now there's an ultra simple red explosion when they're broken.
>>
>>168830132
what do you mean?
here's the jam page https://itch.io/jam/lewd-jam-2016
>>
Oh well, time to do my college homework.
seems like this are the autistic hours.
see ya.
>>
>>168830294
I don't see your game there, though?
>>
>>168830368
yeah you do
https://itch.io/jam/lewd-jam-2016/rate/88139
https://googumproduce.itch.io/maifu
>>
>>168830434
Your first link works, second is 404
>>
>>168829404
Yeah it's not perfect, but it's helped me find something a few times now so I thought I'd share the idea
>>
>>168830434
This doesn't even have a single gameplay graphic. What even is this?
>>
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>>168829925
If I do druid npcs they would use skills similar to those from Animalism/Instinct, Alchemy, Lightning and possibly Light. I don't think naming a single tree after them would fit very well.
>>
>>168830553
oh right, it because i set it to restricted.
(didnt want such a poorly made thing appearing on my profile page)
thought it direct linked fine because i can see it
>>
>>168830492
Nvm. Deleting. PTSD from >>168828960 is getting to me.
>>
lewd jam was a mistake
>>
>>168830652
unfinished
>>
>>168828289
I want a dank job like that
>>
>>168830652
>it has a nice UI at least :)
All you need to know.
>>
>>168830932
It's not even a game
>>
>>168831204
not all games are games
>>
>>168831368
New OP pic get! Thanks gogem
>>
>>168830652
Watch the video on the review page https://youtu.be/zUqj2F_0ydk?t=1m20s
1:20

>>168830932
Most devs if they have a completely unfinished """game""" like that will just not enter it and try again next time. There's no shame in that. There is however a lot of shame in putting out a """game""" like this out and then telling people it's bad because it's "unfinished". How was it going to be as a finished product? It would still be yet another gogem menu simulator.

Video Shame.
>>
>check last thread
>the guy replying to all progress haven't replied to my post
>this is the 8th time in a row
So apparently my progress is not good enough for you. Fine.
>>
>>168831576
here's what i never got about you James.
why would an actual gamedev give a shit about shame? shame is for nodevs who never put anything out in the world.
if you havent shed shame yet you're a devlet.
>>
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>>168831576
>https://youtu.be/zUqj2F_0ydk?t=1m20s
hahahahahahahah
>>
>>168831830
You didn't reply to my post either you asshole
>>
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>>168828960
>>168831576
>>168831891
>I used to take this person seriously
>>
>>168831830
I must have missed it, please repost it or link it and I'll give you feedback, sorry anon!
>>
>>168831576
>https://youtu.be/zUqj2F_0ydk?t=1m20s
He can barely contain his contempt kek
>>
Y'all are greedy as fuck for (You)s. I got two on my game so far, but they were really high quality (You)s.
I'm a simple man and these two are satisfaction enough.
>>
>>168831887
Not that namefag I just think the term very much applies here. I like that you ignored every other point I made though. Unsubscribing from your youtube now.
>>
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>>168832292
+1
>>
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Working on a new hud. The circle denotes the point multiplier/style meter, and the bars and the end are ship speed.
>>
>>168829160
>i didnt finish though because i only gave myself under 2 weeks
Fucking hell Ryan someone could have made that in 20 minutes. What is wrong with you?
>>
>>168832292
I measure success in no replies progress posts
>>
>>168832682
The best part is he claims he made social interaction memer in 2 days for the pewdiepie jam. Something doesn't add up.
>>
>>168832682
actually it was under 3 days, the jam was 2 weeks.
>>
is there a way in Unity to have functions like OnTriggerEnter and OnTriggerExit, that only get called once, but without using a character controller or rigidbody?

Like maybe using physics.overlapsphere somehow ???
>>
>>168832682
You have to understand that googum is making original games, not making a clones, so he has to spend time figuring out what he will do, and the best way to do it. That said it's his fault for not starting at the proper time for the jam because it was "too long".
>>
That's enough boyos. Not every thread needs to be about the trainwreck that is jewgum.
>>
>>168832576
That circle thing in the hood is pretty cool
Good job.
>>
>>168832000
>>168833000
And I just got two consecutive trips
>>
>>168832871
nice conspiracy but social interaction trainer is alot simpler the whole way through than what i was trying to do for lewdjam.
i mean i know the pretty art stuns you into thinking it was a large project but ALL the art in SIT literally took an hour at most.
>>
>>168833094
s/hood/HUD/g
Fuck I need to sleep now.
>>
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>>168833132
>>
If my game sells I'm flying all the way to Australia to punch Goog's fucking mouth in
>>
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>tfw you get 900 lines of codes for a single function.

How's your weekend, agdg?
>>
>>168833460
I'm getting segfaults and I don't know why
>>
>>168833368
kek
>>
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>two weeks of serious progress
>suddenly school kicks the fuck in
>3 day weekend and no motivation to dev

What the fuck happened?
>>
>>168833460
all that means is that your function is doing too much
>>
>>168833368
what a great excuse to never finish your game
>>
Anyone ever come across amazing gems on Freesound.org?

I think one third of this one might be my new message notification https://www.freesound.org/people/alphahog/sounds/47203/
>>
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>>168833460
I wanted to prototype some mechanics I have in mind, but I'm an engine dev, and I had to realize that I'll have to set up a shit ton of things even before I could do that. So to answer your question: slow.
>>
>>168833993
I stopped using it ever since I learned how many clips are copyrighted.

This guy has better royalty free libraries just use his links in the descriptions
https://www.youtube.com/user/SoundEffectsFactory
>>
>>168833623
It's ugly but fast, at least. It's not doing that much. I'm just struggling to find a way to clean this. (the function calculate vertices, uvs, tangents, and normals, it's a mess.)
>>
>working on game for months
>find problem that has no real solution in Unity
>search the forums everywhere, people have the same problem since 2009 but no solution is ever reached
>end up just leaving it and moving on the work on other things
>months go by
>find another problem
>same thing happens
>remember the old problem that still isn't fixed

goddamn I spend so much time on this game but this just discourages me and makes me want to give up. I shouldn't have to spend another month coding things into the Unity Engine that should be simple to begin with...
>>
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>>168833094
>>168833320
Thanks m8. Good night anon.
Here's the old hud for compairson, there's a legacy hud option for anyone that wants it.
>>
>>168834261
Please specify.
>>
why no /agdg/ discord
>>
>>168834386
But there is, you shitter.
>>
>>168834324
http://answers.unity3d.com/questions/1315660/is-there-a-way-for-physicschecksphere-to-have-onen.html

collisions and triggers in Unity are a fucking mess when you don't want to use rigidbodies on EVERY GODDAMN OBJECT
>>
>>168834259
>(the function calculate vertices, uvs, tangents, and normals)

not doing that much? that's three things too many
1 function, 1 purpose for maximum readability
>>
>>168834446
i apologies for being a looser
>>
Units must now be built close to each other.

Turrets now need energy to function, they will search for the nearest generator or storage for the required resource.

Plus a bunch of background stuff and other minor things I don't remember.


Resources are transferred instantly right now, next I will make it so that transfers create resource packets that move along the transmission paths.
I also need to expand the death state, right now it doesn't remove the dead unit from the transmission path and resource list.
>>
>>168834624
He will just run them after one another then. I know that it is "better" to separate tasks as much as possible, but if it's only for a one time use, you might as well just put those things together. Besides, if he's the only guy on it, then I think it's his job to decide what code structure is readable for him in the long run and what is not.
>>
>>168834764
I'm not sure what I'm looking at, but I know I like it.
>>
>>168834624
I mean It's doing a simple subroutine, but there's a ton of small stuff to change depending on conditions. So the code is very redondant.
>>
>>168834764
I remember trying to make a game similar to this when I first started coming to agdg
I hope you get farther with this than me
>>
>>168834324
sphere collider, check IsTrigger, function OnTriggerEnter()? No rigidbodies needed.
>>
>>168835617
meant for >>168834489
>>
>>168834261
>>168834489

If you want to do your checks less often you can put your functions into Coroutines and have them check every second or half second or whatever, your choice.

If you only want something to fire once you can use a boolean or two and then toggle the bool within the function you were waiting to call.

I know that's a vague answer but without knowing your specific case of object interactions it's challenging to offer better assistance.
>>
>>168829160
>i didnt finish though because i only gave myself under 2 weeks (because i was busy working on other stuff, not gonna spend a month on a jam)
Bitch I've entered 3 gamejams and finished them all in 2 days. You're weak.
>>
anyone here wants to use real AI techniques to their games, like neural networks, genetic algorithms and such?
>>
>>168835617
ayy that partially solves it, but still makes no sense because technically no signal is supposed to be sent unless one or both of the colliding objects has a rigidbody. it says that in the official documentation, which is weird.

maybe if I fuck around with triggers enough I can find a way to better collision detect the player controller without having to add a rigidbody to that

regardless thanks for the help
>>
>>168836171
I'm working with neural networks right now (not on my game), and I like them a lot, but can't find a good way to get them in a game, design-wise
>>
>>168836171
I bet the highest form of ai you'll find here is a* pathfinding. when you go for neural networks or genetic algorithms you end up making a "game" as an excuse to find an application of the algorithm in question. It's generally too complex of a tool for anything shy of realistic simulations.
>>
>>168836065
see >>168832958
>>
>>168836328
just bite the bullet and add a single rigidbody to the player character. set it to kinematic so it's just moved with the character controller.
>>
Speaking of dead Jam games, which one do you miss the most?
I remember there was one guy making a vertical shmup with 2.5D graphics in GM for Space Jam, looked super juiced but he disappeared.
Also, can't remember if it was for the same Jam, but there was another guy making a top down arena space shooter that was incredibly juicy. Anyone remember that one?
>>
>>168836370
>>168836439
how bout realistic NPC social behaviours?
>>
Unity question: I have 2 objects on the same z level(both at transform z of 1), but in the scene view, they are on different z levels, it has almost 10 units in difference. Does anyone knows why?
>>
>>168836752
Check the pivot point.
>>
>>168836716
Again, there's no easy way to shove that in game, from a design standpoint, that makes the effort worth it over having a simple ruleset for social interaction
(I'm only talking about neural networks, don't know a lot about other AI implementations)
>>
>>168835617
Not the anon you are helping but I that didn't work for me until I added a rigidbody to the object entering the other collider.

I put this on a default unity sphere,

float speed = 5f;
void Update () {
if (Input.GetKeyDown(KeyCode.G))
{
transform.Translate(Vector3.down * speed * Time.deltaTime);
}
}
void OnTriggerEnter(Collider other) {
print("I have Entered the collider of " + other.gameObject.name);
}

And placed it 6 units directly above a default Unity Cube with the box collider on it scaled up by 3 in each axis.

Every combination of IsTrigger, both on/ off, one on on off, and vice versa failed to output to the console. I only got it to work by adding a kinematic Rigidbody to the sphere.
>>
>>168836557
Maybe it wasn't a jam game, but there was a prototype where you could laser off parts of space ships in any shape you wanted. That was cool.

For waifu jam there was Placeholder-chan. I always wanted to see what that game tried to be.

But the list of games I miss is just too long to post, to be honest.
>>
>>168836171
>>168836716
probably wouldnt work for anything like that.
dumb games need dumb AI.
you'd have to make a whole new kinda game to fit in something that was actually smart deep AI.
>>
>>168836716
if you were going to take advantage of the insanely complex npc relationships that would arise from that, you would need an equivalentely insane amount of content created. Or you would settle with self-generated interactions, wich are always subpar and not fun.
>>
>>168836171
Those sorts of things are almost never necessary for video games. Unless you're making come complex simulator game or something.

In a lot of cases simple AI will act smart enough that the player wont notice if it's dumb or super intelligent.
>>
Give me all your shader and TECHNOLOGY ideas right now!
please...
>>
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Finally implemented collisions. They work a bit funny but I guess they're alright. Now time to redo combat.
>>
>>168837359
One that switches rgb to gbr
>>
>>168836557
There was actually a lot of space jam games that looked awesome but never got finished.
>>
>>168837427
does he have a combover?
>>
Are you allowed to take breaks aggydaggy? I've been working on my game in all of my free time for a few weeks straight and I feel really burned out, but I'm scared that if I take a break today and play a video game instead that I'll lose all drive to continue
>>
>>168836171
state machines are as wild as I get
>>
>Get frustrated because I can't figure out how to do what i'm trying to
>Whenever I ask for help people just write it off or call me a faggot
>Funnel all that frustration into wasted time

Thanks for subscribing faggots
>>
if i want to make furry darksouls (basically) do i start with a character first?
>>
>>168837830
And a (You) for you
>>
>>168836370
the most reasonable thing would probably just be to find a multiplayer game they can be trained up well in and train some good AI for a singleplayer experience.

as far as using an actual evolving NN in a game the problem is a lack of design control and that NN design itself is basically ~magic~
>>
>>168837838
You start with buying a rope so you can make a noose when you realise you won't make it.
>>
>>168837830
whats the problem faggot
>>
>>168837838
I would start with whatever your strongest talent is, then branch out from there.
>>
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zbuffer is fucked, but I'm still happy to have things semi-working
>>
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Just found out that every .exe Gamemaker Studio makes for me has wrong window size, even though it doesn't detect this. It's even weirder because when I press "Run" inside the program it gives me the perfectly sized screen. I'm using views. The window always ends up 1.2x bigger than it should be

Does anyone know how to fix this? Is it some setting I'm missing?
>>
>>168830949
Its a comfy job that thanks to automation but a required physical worker on site, means there's little work that has to be done and a lot of extra time.
>>
>>168838504
>automation supervisor
you have the last job, congratulations as much as one can congratulate a wagie
>>
>>168837586
No, I'm just terrible at pixel art.
>>
>>168838650
>the last job
>implying that won't be the prostitute because robots are more expensive to clean than a hooker has self-worth
>>
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we have GAMEPLAY
watch me be awful at my own game

with music here https://streamable.com/9c8rj
>>
>>168838650
Don't you live with your mom?
>>
>>168836831
I'm trying to check this out, but it is kinda hard to find any detailed info on that. How do I check where is the pivot of an object?

I don't know if this is the pivot, but if I click on the objects, I can see the xyz white pointer with colored arrows on the center of each object.
>>
>>168838880
fair enough.
although i would assume it's for emotional human contact reasons not physical ones as the robots will be perfect sex machines.
>>
>>168838924
Juicy, but the camera is a bit close to the action.
>>
>>168838924
Is there a gameplay gimmick or something?

What makes it better than all the other top down shooty games?
>>
>>168839203
thanks! yeah it was zoomed in for the video
>>
C# question:

Let's say I had ClassA with 10 variables.
In ClassA I have a single method which send variables to ClassB to call various methods in ClassB by reflection.
What if I want to send different variabled to ClassB each time, e.g. only variables 1,3,4 and 6? Or only variable 7?

I'm thinking of using params, but I'm not quite sure how to set it up in ClassA so that it can dynamically only send the arguments that I want it to send.
>>
>>168839429
You could pass a list of strings that are the variable names?
>>
>>168839363
that's a good question, as far as combat mechanics are concerned there are FTL style energy bars you can swap on the fly to power up your weapons, and changing weapons a lot is also encouraged
>>
>>168839578
>using strings

>>168839429
What's wrong with putting the variables in an array and passing the index as request parameter?
>>
>>168837432
That's too easy. Give me more
>>
>>168839759
>>using strings
I knew I'd get this response before I even typed it out. He's using reflection.
>>
>>168839759
so I'd have to pass all the properties no matter what, even if most of them aren't getting used?

what if I only passed the properties from ClassA that weren't null?
>>
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Antiprogress
Finished the green bomb usable, but for gameplay sucks.
This bomb is supportive, clean all enemy/ally screen bullets and spawn an small explosion for each bullet killed, which damages enemies for 5.0 * bullet killed attack.
Sounds good, but the damage is awful without abusing zawarudo as you can see in the webm.

I'm open to ideas for fix that gameplay issue or replace it for another supportive bomb which could interact with zawarudo, but could be useful without it.
>>
>>168839429
What are you even doing that requires this meta implementation?
>>
>>168840068
>>168839759
>>168839893
here is my code basically
http://pastebin.com/XsDpUpBd

behold: I am one of simple mind
>>
>>168840386
there are some minor typos in the naming, ignore that because I left out a lot of the real code to only show what's important and forgot to change "GameCommands" to "EventCommands" in the paste for example
>>
>>168838239
Fixed it. I managed to fuck up my rotation matrix of all things. One fewer extra minus sign later...
>>
>>168840386
Oh, yikes, I wouldn't use reflection in that way. I would look into interfaces to accomplish what you what.
>>
>>168838261 please advise, I don't want my shit distorted
>>
>>168840562
Your own engine? Is this OpenGL?
>>
>>168840386
I'm a bit sick so I'm not paying much attention, but are you trying to reinvent the command pattern?
https://en.wikipedia.org/wiki/Command_pattern#C.23
>>
>>168840717
3.2495 seconds in google
>>
anyone know how to make these floating damage numbers smaller over time, after they spawn when i damage the enemy in ue4. cant find shit related to that problem on the forums or anywhere.
>>
>>168840861
>Your own engine?
Yes, I'm writing it so I can do a game with PS1-ish looks.
>Is this OpenGL?
Nope, no OpenGL or other APIs. It's a software rasterizer.
>>
>>168840716
damn, why is it bad if you don't mind explaining? I'm not the best coder and want to learn from my mistakes

>>168840913
from a glance I can't tell how that's applicable to my situation but I might be retarded so
>>
>>168841049
Real neat. Is it written in C, C++ or something different?
>>
>>168841049
You can make a PS1 looking game in any engine with 3D.
>>
>>168841049
Why thought? Wouldn't it be better to have more CPU time to use on the actual game?
>>
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>>168839821
>>168837432
>>168837359
You give me ideas, I give you TECHNOLOGY
Come on, anon
>>
>>168839363
>>168838924

you can compensate lack of gimmick with polish and art. if you have no art and no polish you need a gimmick. but this game clearly has both art and polish so a gimmick is only optional.
>>
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>>168837359
This is from Slime Rancher, it's pretty cool.
>>
>>168841478
I was just wondering if I should care about the game or not.
>>
>>168841135
Thanks anon. It's C++.
>>168841168
You can get close but I want to be able to consistently emulate a few weird things the PSX's GTE did. Also, it's a fun project and is helping me to learn about 3D graphics pipelines in general.

>>168841240
I'm not wanting for CPU power. It's targeted at PCs only and it's not as if my PS1-style game is going to have intense realistic physics or anything.

Also, it gives me a good excuse to keep poly and texture counts down.
>>
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Making the Silent Hill PT Scene. Will post it in a month.

My plan is to become really good at substance designer and modular environments. Hopefully I can get a job in 1.5 years or be good enough to make money of making a horror game like FNAF.
>>
>>168841478
Or you could do all three and go from a game that is decent but nobody bothers with, to something that sells well.
>>
>>168838954
>no reply
lol
>>
>>168841687
ok, thx
>>
>>168841168
not really.

lmao retards who don't know knothing.

psx rellies on imperfect floating shit.
not real engine uses that ancient method.

t. /3/
>>
>>168841856
I made a shader in less than a minute that rounds the vertex positions of the model, simulating the exact way graphics worked on PS1.
>>
>>168840032
I don't see too much of an issue with it the way it is. It gives it two layers of use. Defensive which is just to clear the screen if you need to (damage not taken into account, you just want to survive) and Offensive if you have the gauge necessary to support the all out attack. Let's player's have more flexibility and strategy in how they approach things.
>>
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Question here.
I'm new into game deving and heard that good projects to make to get into it are Pong, Pacman and Tetris clones.
I'm a programmer but should I follow some tutorials or guides to make them or should I really start from scratch without any help ?
Because to be honest, I have no idea how to make any of these from scratch in terms of logic and methodology.
>>
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>>168841478
it's ok, he's asking the important questions. we're trying to make something good and since I'm very art focused I need to be reminded often that it needs to be a fun ~game~
>>
>>168841856
that effect is easily simulated in any engine with a simple shader. yes including unity and UE4
>>
>>168841657
So you're doing it just so you have a excuse?
>>
>>168842025
enjoy your 100 MB pong UE4 game.
>>
>>168838924
the music is nice
>>
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>>168842169
>>
>>168842169
Good thing it's 2017 and not 1995 anymore.
>>
>>168842215
thank you, I actually wrote it as a joke song for aggy a long while ago. a guy posted a clyp of his first song and I remixed it
>>
>>168841112
It's slow and error prone. Reflection is not really meant for this. You're depending on variable names to be correct which is no better than magic strings, and you aren't getting a lot of compile-time benifits to error checking. You could accomplish this using reflection, but I think you would only give yourself more of a headache. If it's worth anything, it's not really the "C# way". Reflection is a great tool, but in my opinion this is not the way to go for this case.
An interface ICommand with the single method Run/Execute/(whatever you name it) would make a lot more sense in this context, that way you could have ShowTextCommand : ICommand or GiveGoldCommand : ICommand, each of which could override the .Run method.
>>
>>168841520
Looks neat. I guess that effect is on digital screen displays?
>>
>>168842316
It's 2017 we should code better than 20 years ago, not worse
>>
>>168842314
nice to see another fgg fellow here.

wanna make a fighting game togheter?
>>
>>168842489
Oh, shitposter. Good code has nothing to do with application size unless a small application size is a stated goal of a project.
>>
>>168842340
I've never done anything like that before, I'll have to look into it and read some tutorials or articles. this system might take longer than I thought

thanks for the tips mate
>>
>>168842465
Looks badass.
>>
>>168842465
Yes, it's pretty cool, I think the demo is free for anyone to download.
>>
>>168841520
cool idea. thanks for the info
>>
>>168841856
You get the idea, anon- I have control over all the datatypes involved this way. I'm cheating by using a zbuffer but I'm giving it crappy precision.

>>168842025
>>168842118
I don't really want to generate clean graphics and then spend time tweaking shaders to shittify them... I want to generate authentically shitty graphics to start with, while being able to do some potential interesting things in the rasterizer that would be tricky in a shader.

>>168842169
I'm not too stressed about code size desu but it's a nice side benefit. My binary is 56KiB including the monkey model. (It does dylink to SDL2 for output though.)

>>168842148
It's a couple reasons which I covered above... I wouldn't have gone with this for a commercial project but it's really fun to play with.
>>
>>168842637
Good code is code that doesn't waste resources, space being one of them
>>
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Today I finished a pretty big and important subsystem for Dixie, and one that was frankly cause for serious concern (since it's one of the only parts of Dixie I didn't have to learn in the course of doing Mayhem League): NPC interaction

Generic NPC class created, derived from the interactable object class. You can specify 4 animations (idle when not talking, transition to talking, idle while talking, transition out of talking) and there's a whole array system for doing-two-bubble conversational dialogue.

The system is in place for handling portraits next to the speech bubbles, too, I just don't have any portraits drawn/rendered yet.

Derived from THIS is the Subcommander Fiste class. This is a special NPC that has a Flag asset in the world (to make it identifiable from a distance as interactable, since unlike other NPCs Fiste doesn't stand around; it would be weird as he's in multiple places in many levels) and with a move which you can specify to teach to Dixie at the end of the interaction.

Placing these guys is literally as easy as copying them, changing the checkbox on the move, and rewriting the dialogue, though at the moment it seems fun to do unique entry and exit animations for Fiste depending on where he is in the level (maybe later that will prove too tedious).

What this means is, I now have the "learn new moves in the level" mechanics fully implemented! That's actually a really big step design-wise for me.
>>
>>168842068
>I'm a programmer
>I have no idea how to make any of these
you're not a programmer. get in there and learn. tutorials, documentation, google, start now.
>>
https://en.wikipedia.org/wiki/.kkrieger

>huh duh just use a 3D engine like shit unity and UE4
>being a shit developer
>>
>>168843052
Those dialogue animations are swell
>>
>>168842864
>I don't really want to generate clean graphics and then spend time tweaking shaders to shittify them
It's no different though. In both cases you are going to make normal 3D models and textures and animations. And in both cases you're going to intentionally render them at a lower resolution and have the vertex snapping and whatever else. It's exactly the same process either way. But you want to make an engine, that's fine, you're making an engine because you want to make an engine, not because you have to.
>>
>>168842169
>>168842489
Fuck off engie nogame
>>
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>>168841687
>get a job

>no jobs in state
>no jobs in big city one state over
>oh cool a remote position, only 5 years minimum on the job experience

unless you live in california might as well pic related
>>
>>168843074
I have not seen an engine dev this triggered in a while. Yeah, you don't need to code your own engine to generate authentic PS1 graphics. Get over it.
>>
>>168843074
>Gaming website Acid-Play gave the game 2/5 stars and a mixed review, mainly praising the game's file size
>>
Not sure how to word this, but how do you find media from a specific year or place? I'm trying to capture the feeling of the early 2000's but it's usually lumped into the exaggerated "US 90's KIDS". Google is clickbait and sponsored links as usual
>>
>>168843239
>>168843252
>>168843269
I'm sure you also think asset flip games are ok.
>>
>>168843148
Thanks, if that's not sarcasm!

I don't actually have one in place for Dixie... I want to implement a "special idle animations when buttons aren't pressed" system for her, and before I do actual talking animations I want to see if her special idle animations work well enough as "having a conversation" animations.
>>
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My code is shit but I think I'm learning.
>>
>>168843239
Where is your game?
>>
>>168843150
>that's fine, you're making an engine because you want to make an engine
Exactly. If I were hired on a commercial project to make a game with old-style graphics, I would probably use unity with a barrage of shaders. It would be more productive, but also a lot less interesting.

>>168843252
I should clarify that the guy complaining about code size is not me. I'm writing this thing because it's fun, it's teaching me 3D in general, and I want to play around with crazy software effects.
>>
>>168843313
early 2000s was not that long ago. just go download some movies/games/tv shows/anime from the 2000s?
>>
>>168843354
People like you are why no one quality hangs out in this general.
>>
>>168843354
Nigger I make games I don't have time to clench my anus over what engines or assets people use.
You should give it a try sometime.
>>
>>168843313
You can find archives of newspapers/magazines/videos/etc either online or at libraries.
>>
>>168843612
>>168843663
and this is why you won't be in history and will be forgotten in 50 years.
>>
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>>168843056
Well fuck, that's what I tought when I started.
I mean, all I did so far was codin websites and web apps but when I wanted to make that Tetris and realised I had no idea what to do, I wondered if I was just a shitty programmer...

I'll try making them myself, I can't accept that fact.
>>
>10+ threads without a single mention of Love2d
Hmmmmmmmm
>>
>>168843612
I was going to correct you but then I remembered I haven't seen Boku in forever.
>>
>>168843794
Love2d is the best for jams though. Wait until next ludum dare or aggy jam.
>>
>>168843768
>What's that? There's a Unity plugin that does this exact same thing already and would save me a ton of work? Well fuck them! Consumers obviously will care about how I didn't take shortcuts!
>You'll see! I'll make history!
The delusion is magnificent.
>>
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I finally made my first enemy animation. I'm garbo at pixel art, but I'm really happy with how it turned out. It's basically the goomba of the game. Making my character has been leagues harder.
>>
good code is efficient code.

good code != good game.

there is no refuting this.
>>
>>168843052
The exit animation is hilarous
>>
>>168842678
It's real simple, this should get you started (this is not proofread and I haven't used C# in a while so excuse mistakes):


//ICommand.cs
public interface ICommand
{
public void Run();
}

//GiveGoldCommand.cs
public class GiveGoldCommand : ICommand
{
int amount;
Actor recipient;
public GiveGoldCommand(int amount, Actor recipient)
{
this.amount = amount;
this.recipient = recipient;
}
public void Run()
{
recipient.giveGold(amount);
}
}

//example execution
List<ICommand> commandsList = new List<ICommand>();
commandsList.Add((ICommand)new GiveGoldCommand(100, player));
commandsList.Add((ICommand)new GiveGoldCommand(100, enemy));
foreach(ICommand command in commantsList)
{
command.Run();
}
>>
>>168843930
Delicious even, one might say.
>>
>>168843957
Strike "good" on both sides.
code != game
Coding is therefore not gamedev.
>>
>>168843957
Wrong.
Good code is elegant and readable.
The bottleneck in your software will be in less than 1% of the code.
>>
>>168840956
Except I've spent all day looking up solutions and haven't found any

Please show what google gave you
If I'm being retarded I'll accept that but I need this resolved
>>
>>168844000
I was too lazy to animate an actual run loop for Fiste and I thought things like him diving or rolling out would be funnier. I'm actually relieved to find I'm not the only one who finds it funny; if it comes across as stupid and forced-for-laughs it's gonna really hurt the atmosphere of the game. So thanks a lot for saying that.
>>
>>168843956
it's might be flawed with some stretching artifacts and weird dithered shading but i like it a lot
>>
>>168843429
What's the general idea of the game?
>>
>>168844106
shut the fuck up you retarded spammer, you never convince anyone with your ridiculous claims that nothing is gamedev

>>168844108
elegant and readable both contribute to efficiency. efficiency in programming
>>
>>168844259
you collect the beer cans and go home to drink
>>
>>168844057
separate class for each command?
I have like ~50 commands though... the pastebin code was just a stripped down example
>>
>>168844213
I can remove the dithering very easily, I thought it looked good but I see how it stands out. Thanks for pointing out the stretching, I thought it was fine but I see I messed up the ear.

Thanks Anon, I'm enjoying learning more about pixel art.
>>
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A wild pin attempts to break away from his peers. He may have succeeded, but his actions have doomed all who come after him to suffer the tyranny of friction.
>>
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I you guys talking about imprecise vertexes for the PSX effect. I tried implementing a shader that rounds the vertex position but I can only get it to round relative to the model rather than relative to the world space. Any advice? (this is in GM btw)
>>
>>168844473
the thing with the dithering is that on certain frames a column of pixels is doubled
and you're welcome
>>
>>168843930
>mediocre people surelly will pass to history
>why climb a mountain when you can use an helicopter
wow, nice mediocre mentality faggot.
>>
>>168844167
http://steamcommunity.com/app/214850/discussions/0/648811852611845660/#c648811852621084091
I don't even know what views are, never used GM.
>>
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>>168842027
I will try to test it more, but already feels much better after this changes:
- Damage bonus is 1.0 for ally bullets and 10.0 for enemy ones.
- The big bomb do HEAVY damage to all enemies (as reference most bullets do 100 damage, bomb deals 2500) , so now should kill most medium enemies without zawarudo

As reference the last bomb is a defensive one.
It's a shield with bullet autoabsorb, this shield slowy refills the zawarudo bar per enemy bullet hit, but only if the time isn't stopped, so the gameplay with zawarudo and shield is to try to abuse this mechanic to extend the bullet invulnerability and stack bullets in zawarudo to damage enemies. So this bomb benefits GREATLY from enemy bullets which do tick damage, like some plasma beams from bosses.

Webm related, Those blue orbs are the Red bomb, which is offensive and most traditional one.
>>
>>168844538
I am not entirely convinced that this simulation is accurate.
>>
>>168844106
good thing you dont need maths skills to make games.
>>
>>168844287
>>168844634
Go get some exercise. You're being an unusually irritable faggot today.
>>
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This weekends progress:
Lockon
Improved UI
Screen effects
Some animation fuckery like parrying

Next week, some more improvements (jittery hands and a bug in the animation blueprint) and maybe prototype level brainstorming
>>
>>168844634
You're an idiot.
While you climb your mountain like a faggot, probably never even reaching the summit, helicopter guy is already doing business at the top.
>>
>some dude post actual progress on a cool custom software renderer he made
>thread immediately devolves into unity brainlets shilling their shit propreitary engine

EVERY. FUCKING. TIME.
>>
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>>168844710
The alley may have tampered with the lanes to improve scoring, it's currently under investigation.
>>
>>168844876
nice oblivion clone
>>
>>168844782
>thinks I'm the same person

you can't call a game that takes up 200% more resources than it needs to "good code" just because the amount of resources it takes happens to be under the limit that your computer can handle. you're retarded and need to stop posting.
>>
>>168844464
I haven't read your code, but the thing the other guy gave you seems like it can also be done with delegates.
>>
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Got tile selection working as well as an inspector window. Tab shown is the construct tab, in which buildings like factories and settlements will be listed that are present in that tile.
>>
>>168844751
This goes for you too gogem >>168844782
this and the previous thread has been one of your worst threads in a very long time and that's not even regarding the fact that your shitty PewDiePie jam game and godawful Lewdjam submission were brought up

>>168828960
>>168831891
>>
>>168844541
You need to round after applying the vertex transforms. And also have sufficient scale in everything so that the effect is there but isn't overdone.
No clue how GM does any of that though, my experience is in opengl.
>>
>Tfw too retarded to figure out an inventory system for GM:S
>>
>>168845003
its really short
http://pastebin.com/XsDpUpBd

I can understand how delegates would work in the Class B but how would the proper variables get sent over? confused
>>
>>168844681
This isn't my issue. Like my image shows, the game window is a certain size (the correct size) when it's run from within Gamemaker. But when I export it as an .exe the window size is 20% larger.

Thanks for looking though
>>
>>168844985
Nobody cares who you are or what you have to say. Stay booty bothered.
>>
>>168845053
good thing you dont have to be sane to make games
>>
>>168845012
What will this be when its done?
>>
>>168845012
What engine?
>>
>>168845112
Have you tried googling "GM inventory system"? One of the first five videos in the Shaun Spalding playlist is exactly that. Don't act like that series wasn't commended to you, because that's the first thing everyone says when someone asks for GM tutorials.
>>
>>168844939
Because it's not gamedev.
I made my own WebGL engine once to learn, and I didn't post it here like a faggot because I wasn't actually making a game.
>>
>>168845201
haha damn dude are you autistic

>be arguing with someone
>tell them nobody cares what they think

yeah clearly you don't care what I think which is why you've been arguing with both me and the other poster about the issue
>>
>>168845112
>for GM:S
that part is almost never relevant unless you're using some engine with retarded limitations
An inventory is basically a list, or a vector, what do you want to do?

>>168845157
>This isn't my issue
I know, I didn't even google, I was just being a faggot for no reason.
I'm being less of a faggot now, hope you can fix this.
>>
>>168845249
Small scope GSG with a focus on economy and logistics.

>>168845326
Godot.
>>
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>>168844782
>>168844882
I'm sorry, but your shit unity indie asset flip isn't even my competition or even goal as an artist.

pic related is my competition and goal.
>>
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We're not even close to bump limit to excuse this shit behavior all around.
>>
>>168845076
christ, sounds more complex than I imagined. why cant the vertex just be in the general worldspace where I can round it?
>>
>>168845404
>haha damn dude are you autistic
Great post! I hope nobody else makes the mistake of tangling with you. You're a real intellectual giant
>>
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>>168845529
>goal
Maybe.

>competition
>>
>>168845529
>Spends years making a ladder
>YOU GUYS WILL SEE WHEN I START PAINTING THIS ROOF
>>
>>168845680
>his life goal are unity asset flips games
sad
>>
>>168845789
>leave no legacy in this world
>his world will be forgotten
>nobody will remember he even existed
>>
>>168845954
Welcome to the post-humanity phase of existence. You are not safe from this.
>>
>>168845634
Uh, a simple vertex shader takes you local (0,0,0) centered vertex, applies the tranforms (scale->rot->loc), here you should round it probably, and then the view transform is applied to proyect it on the 2D window.
Then it does some stuff to calculate UVs, transform normals, etc.
I don't know how much of this GM shows to you as to interject in the middle.
>>
>>168845340
I've looked at that video before, I should probably check it out again. I think the last time I watched it I wanted rows to my inventory but he didn't talk about that. Sorry for being a bit ignorant, I just feel desperate at this point.

>>168845407
I want to use arrays. I currently have a 2d array set up I'm just unsure of what to do with it.
>>
>>168845802
his life goal *IS anon
Please learn to use english properly. It could help your leet programming skills.
>>
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>>168844631
I didn't even realize the dithering messed up on two frames. Fixed the ear. I'll probably return to this later and make it look more alive, but for now I'm happy.
>>
>>168846314
>I currently have a 2d array
unless you're doing a Diablo/RE4 kinda meme, you just need a 1d array of data structures, each one of those holding the item identifier and the quantity
>>
>>168845954
Go to bed Ozymandias.
>>
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Been working on a Picross style game for a while now, just recently managed to do pic related.

Basically the game recognises which tiles are next to each other, and allows them to combine. Sounds easy, but I'm retarded and it literally took me months.

Now I can get comfy and implement a level editors, and how to display side clues and shit.
>>
>>168845789
I would make my own ladder if the ladder I have didn't work the way I want it to
>>
>>168846725
Yeah maybe you should focus on getting to that painting instead though eh?
Missing the point deliberately are we?
>>
>>168846638
Not bad, anon.
Are you doing this via bitmasking? Is the black bar between whites intentional?
>>
>>168845407
>hope you can fix this
I do too, I do too. I just have no idea why this is happening and want my art to not look like garbage (more than it already does)
>>
>>168843776
if you're a programer than you could at the very least have someone explain the methods and then you go off and program it. Somewhere out there are descriptions of HOW tetris pulls of the effect.
>>
>>168846431
Look pretty good and goofy.
Is he meant to lose the outline piece under his neck for one frame?
>>
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>>168846638
>piet mondrian themed picross-style puzzle
I like you a lot

>>168846873
>Is the black bar between whites intentional?
I'm sure it is
>>
>>168846821
Then when I need my ladder to do another job I will have to keep using the same bad ladder for the rest of my life. I don't intend to paint just a single roof
>>
>>168846821
Maybe there are some people that enjoy the satisfaction of both making a ladder AND painting a roof. Ever thought about that?
>>
>>168847006
>I'm sure it is
Could be it's not and mondrian was just a bug's byproduct.
>>
>>168847020
You won't ever need your ladder because you're never actually going to get to making a game. You are using the ladder as an excuse to procrastinate indefinitely.

Prove us wrong.
>>
>>168846873
>bit masking
I don't know what this is. My way is very convoluted. And yes, want to break up the white space like in a Mondrian painting.

>>168847006
Thanks.
>>
>>168844876
still the best looking game here.
>>
>>168847176
>Prove us wrong.
I will. I just need to finish my ladder first
>>
>>168847052
Yes, but you don't post about making ladders on a painting forum.
>>
>>168847383
You don't bitch about ladders on a painting forum either, but you don't seem to understand that.
>>
>>168844876
Why would you add a lockon? For consoles?
>>
>>168847000
Yes, that's just the shadow. It's supposed to be a horse mask, so I didn't want the bottom outlined. I'm glad you said goofy, that's exactly what I was going for.
Again, I appreciate you looking at my art and finding those tiny problems. Such simple things that I didn't notice because I was excited to have the animation done.
>>
>>168845139
It's unclear what class knows what. If EventCommands knows the structure of MapEvent, you can send over the vars in a normal method call and let EventCommands pick what's necessary. If MapEvent knows what variables each command requires, it can send only the variables necessary.

As it is, it seems like you're trying to get EventCommands to run from MapEvent with neither class knowing anything about the other. When EventCommands doesn't know what variables are available and MapEvent doesn't know what variables are expected, nobody can make that decision.

For the example code you can just type "new Object[] {Text, Gold}" in place of those question marks, but if EventCommands doesn't know MapEvent's structure there's nothing it can do with that array of anonymous objects, and if it does know the structure of MapEvent then there are much more readable ways to do it [for example, sending the entire MapEvent object and let the Run() method read the ID and necessary fields from it]
>>
>>168847383
This.

>>168847557
Not this. (Wtf are you even saying you retard? You are the one chastising others for using the wrong ladder. Stop posting and KYS.)

>>168847669
Deleting this, misquote.
>>
>>168847557
You would if the guy posting was as much of an ass as this guy.
>>
I'm learning python as babby's first language. When do I graduate to something better? What do I graduate to? How good is Godot? How good is 3D in Godot?
>>
>>168842682
fuck that's cool
>>
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>>168847728
No problem man I'm just trying to get the hang of pixel art myself, not even up to animating yet.
>>
hi i'm dumb

let's say you have a rigid tile-based rpg like the original pokemon games

let's say you want to represent the world with an entity-component system

how would you/i/whoever handle seeing what's at tile (x, y)?

would some system maintain an efficient mapping somewhere so that you wouldn't have to iterate to find it?

i would think that maybe a system within ECS like the "position system" might update a 2 dimensional data structure that has references to lists of entities at that position but that also seems kind of gross?

pls respond
>>
>>168843052
Is this game about killing commie scum?
>>
>>168847913
>he fell for it
>>
>>168847913
>When do I graduate to something better?
When you feel python is holding you back or want to try something else. Once you can code in one language you can code in most of them after learning the specifics.
>What do I graduate to?
Whatever the engine you want to use uses.
>How good is Godot?
It's great for 2d, better than gamemaker but has a really small community.
>How good is 3D in Godot?
Right now, not good. 3.0 is coming soon and it will have good 3d.
>>
>>168847913
>How good is Godot?
It's preddy gud.

>How good is 3D in Godot?
It's preddy basic. If you wanna do 3D, at least wait until 3.0 comes out.

If you wanna do Godot, Python won't help you that much. Godot has a scripting language that has similar structure to Python, but you don't need Python to get GDScript. Knowing general programming (loops, arrays, vectormagicks etc.) is always a plus though.
>>
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got an enemy spawning/ level system working for a shmup
>>
>>168847816
>You are the one chastising others for using the wrong ladder.

This might be hard to believe, but there's more than one anonymous poster in this thread.
>>
>>168847707
Close combat feels more fluent with it. It's optional though. Might deactivate it for bows and magic.
>>
You know, I've heard of people using texture atlas/sprite sheets/tile maps where you have a bunch of graphics in one file...
but one thing I'm wondering is why nobody has tried to do the same with sound effects, having basically a giant .wav file full of sound effects grouped together for a specific purpose.

Would this offer any advantages or just be dumb and a waste of time?
>>
>>168847913
pls don't learn a dynamic language
learn java or c#
you'll end up like a webdev cuck who doesn't know anything about anything except how to write shitty imperative poorly written code
>>
>>168848302
wow i like your sprites anon
>>
>>168844634
No. The difference is:

Getting third party help = Assembling the necessities, climbing the mountain

Not getting 3rd party help = creating all of your own gear, creating all of your food, creating your own map, climbing the mountain

We have an amazing opportunity to stand on the shoulders of giants.
>>
>>168848507
Does it feel or does it look? I can't imagine why anyone playing with a kb and a mouse would want most of his inputs on the controls be taken away in a first person melee game
>>
.... was "Find All References" taken out of VS 2015? I can't find it anywhere, and the shortcut doesn't work
>>
>>168848564
do it and let us know if u find anything
>>
>>168848564
Compare filesizes.
>>
>>168848595
>Please don't learn the most recommended learning language that lets you focus on abstractions instead of details, because obviously you won't be able to learn those things later
U wot m8
>>
>>168846223
GM handles the shaders weirdly. Even if I apply the shader after the transformations, the vertex shader operates independently of that.
>>
>>168848770
every single fucking developer that i've ever met in my 10 years of industry that said they started with python writes code maybe 1.1x faster that takes 3x to fix because they're autistic assholes who have no idea how to properly structure code or what the fuck the point of a programming language is

desu people who use python might as well just write fucking assembly with the shit they try to pull

and no, python is shit at abstractions, being able to "do fucking everything without any system caring" is not abstraction its just lazy
not learning how good typings work early in learning is also shit

fuck off python cuck
>>
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why havent you made a game about iguanas running from snakes yet?
>>
>>168848770
why would he learn objects later if he gets used to imperative spaghetti?
>>
>>168847006
>>168845529

>modern "art"
Mistake.
>>
hide and report, guys.
>>
>>168848425
Stop taking wrong sides of an argument then backing out "oh it wasn't me" everytime you fucking coward. Nobody cares who you are specifically your argument has been refuted. Stop posting and KYS (second time).
>>
>>168849071
holy shit
that motherfucker escaped
>>
>>168849071
QWOP clone with iguanas, someone make it

Sincerely,
Idea McGuy
>>
>>168848712
It feels and looks better. At least to me. Probably cause its easier to keep the enemy at about the right distance without constantly having to readjust the look direction. Mostly an effect oft circle strafing.
>>
>>168849185
https://www.youtube.com/watch?v=Rv9hn4IGofM
>>
>>168849148
>>>/ic/
>>>/pol/
>>>/tasteless idiot with worthless and uneducated opinions land/
>>
The only thing a dirty engie is better at weaseling out of than his own arguments is making a game. :^)
>>
>>168849071
OMG!
>>
>>168847273
Thanks anon!
>>
>>168849318
>>168849071

>that badass soundtrack

MAKE IT
>>
>>168848717
pls help
>>
>>168849132
Fucking this, 1000x this.

Python has it's purposes as a language that is generally considered incredibly useful for fast iteration and prototyping.

It is not good for learning actually programming concepts. You can write hello world apps (pretty much) as easily in Java except you start being introduced to typing and structuring code almost immediately which at the very least pushes the develop to actually have some kind of discipline.

Python (and JavaScript) are awful for learning because it's very easy to quickly internalize poor development practices that no matter how much you try to unlearn will always find their way back into your code.
>>
>>168849326
>pretending 3 color picture made in photoshop is equivalent in stature to the sistine
You're "taste" is a joke, you pretentious fag
>>
>>168849371
I'll finish making my argument once I hand craft the perfect keyboard.
>>
>>168848564
spritesheets are usually used to avoid texture swapping. Basically, GPUs can batch process geometry for a single texture much better than it can for multiple textures, even if you're drawing the same geometry

The same isn't true for audio, which is all-CPU nowadays.
>>
>>168848074
pls respond,

does it make sense to maintain a mapping of location to entities in an ECS to avoid iterating constantly when lookups are necessary?

anyone maybe have an example of how this is done?
>>
>>168848793
Care to post the code?
My assumption so far is that you're multiplying the wrong things.
It's been a while since I coded this simple stuff but your code should look something like:
gl_position = world_matrix * pos;
round gl_position here
gl_position = projection_matrix*view_matrix*gl_position;

Please not that matrix multiplication orders are not commutative and I may have fucked up the order.
>>
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>>168847986
Nice shading and shoes, I just finished a prototype of my character. Needs a lot of work, but I'm just happy that I started him. Making a character is so daunting, especially in my case where I had to make a character whose arm could be attached separately and rotate(for his attacks). No idea how I want the grass to look, so that's a placeholder as well.

Props on drawing higher pixel count, I used to do that and I know how hard it is. I'm enjoying smaller scale much more. I just sized up this pic for posting, but the biggest dimension in any of my graphics is 64 pixels.
>>
>>168844541
The GTE wobble occurs because it uses limited-precision coords throughout, and has no subpixel precision during rasterization.

For starters, try rounding in camera/view space (not world).
>>
>>168848074
you are overthinking it. you would just iterate to find it. if for some reason your game has massive fuckton of entities you would easily be able to think of an algorithm to skip the stuff you know is unrelated.
>>
>>168849050
>Muh anecdotal evidence
Everyone at every regular college these days starts learning Python.
And before that, it was Pascal.
Fuck off.

>>168849132
>Why would he keep learning if he is learning
U wot
>>
>>168850010
Maybe that's why everything made these days runs like shit
>>
>>168849949
is that a commonplace practice?
it just seems... too brutish?
i'm just imagining you have a game like... world of warcraft let's say. you have 10,000 players and you need code to say "find all entities the character should be made aware of by proximity". so you'd have to iterate over all entities in a game world 10,000 times

even for a smaller game it seems wasteful
>>
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If I'm developing a Deus Ex / System Shock 2 style game with deliberately retro graphics, would I be better off using Unity 3D or UE4, do you think?
>>
>>168820336
IT. But I have been neet for a while due to health issues.
>>
>>168850282
Addendum: I already know C++ so that's not really a hurdle.
>>
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>>168848684
thanks anon
>>
>>168847986
The one tip that made me understand shading, and for some reason nobody gives, is that you're supposed to think in volumes and shade in a way that shows the volume.
Basically look at cubes, spheres and cylinders, and copy that same shading on things that sort of look like those shapes.
Also, atmospheric light gives things a yelowish tint on highlight and bluish tint on shadows.
>>
>>168849842
Thanks, I'm pretty happy with my progress but it still needs alot of work.
I have to learn coding from scratch so I figured I'd use that time before I can really start making my game to learn to do higher rez stuff.

Great idea with the detached parts, It'll make animation a whole lot easier. What kind of game are you making?
>>
>>168848564
>>168848738
>>168848761
>>168849684
Alright back, I put them together in audacity and the resulting file actually ended up bigger for some reason.
>>
2nd day of making my first game for practice
https://youtu.be/3cEvX9HwSD0

do i already have the right to shitpost here?
>>
>>168850010
>Everyone at every regular college these days starts learning Python.
????????????????????????
people learn fucking java you mongoloid
i don't know what kind of liberal arts college you're talking about that teaches the programming language equivalent of gender studies but i have heard of no colleges teaching python

>>168850010
>>Why would he keep learning if he is learning
>U wot
it's almost as if people have trouble learning things when they are suddenly taught something that contradicts their already learned thinking
sure he can fucking sit there and unlearn it and take extra time or he can learn actual programming language constructs early
the only loss he gets is not being able to make baby's first game that stores all game objects in an array that you do instanceof types on to see what they are then cast them and do other bullshit with hardcoded methods per type

fuck off
>>
>>168850532
Because you reencoded the file.
By increasing the diversity of the file the compression algorithms fail at finding patterns as well due to the window size or whatever.
Also the reason texture atlasses exist is related to optimizations on how GPUs handled textures, not because of the file size on disk.
>>
>>168850258
well server client architecture is another beast entirely. and yeah, most game programming is just ad hoc. Game logic programmers aren't cross referencing their daily coding with The Art of Computer Programming
>>
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pls respond this time or imma go crazy
>>
>>168850547
>recording your monitor
>youtube
stop
>>
>>168850595
>but i have heard of no colleges teaching python

ever hear of a university called MIT ? Its a small time liberal arts college.
>>
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>>168850738
>>168850547
please give me you's

>>168850797
yeah, i can't figure out how to record my screen in ubuntu, and also how to turn it into a webm

i used to record with fraps and use webm for retards to convert it but i can't find any linux alternatives
>>
1
6
8
8
5
0
7
3
8

no
>>
>>168850737
tfw i sometimes get mad at myself for not making games
tfw worked as web dev at game design company
tfw although i can't render a 3d model on a screen my code will always be 10000% more efficient and 10000% better structured than filthy game programmer code

jk i love you guys keep writing shit code as long as it makes cool games
>>
>>168850258
World of Warcraft has different zones for a reason.
No game ever load everything all at once.
Just split you world up into chunks and load adjacent chunks as the player moves. That way you never have to deal with large amounts of data at the same time.
>>
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Hey /agdg/ I finished a game for BetaJam 2 and ported back into GM:S so that anyone can play it. I know I haven't posted much progress for it here, and I don't mean to whodev, but I'd love some feedback and for you to play it (Hopefully not a whodev, I normally post Whimp progress)

https://attaboy.itch.io/apprentris
>>
>>168850878
>names one college whom people applying are already smart motherfuckers who most likely all already have programming experience and if not have a high aptitude to learning and adjusting learned practices
are you fucking dense or what
>>
>>168850984
you just make it work and then if performance is shitty you find and fix the bottlenecks, it takes too long to do everything perfectly
>>
>>168850595
>Nobody at good colleges teaches Python!
I knew you were an idiot but I didn't know you were this much of an idiot

>Noooo your knowledge will clash you need to UNLEARN things, it's impossible!
Jesus christ kill yourself.
>>
>>168851127
tfw write my code perfectly and quickly
feelsgoodman
>>
Okay, I want to have a 4 direction system.
Similar to Legend of Grimrock, I want turning to be an turn but lets say you are facing right (->), obviously the up (^) and down (v) keys would turn you in their direction. But what should happen if you press the opposite, left (<-), while facing right (->)?

Any ideas?
>>
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Attempted to add the weapon switching animation for all 3 modes of the weapon. The full animation only plays if you are completely still and on the ground, and can be interrupted by anything, including switching again while standing still.
>>
>>168848074
The whole point of tile based games is that to find entities on tile X,Y you just do someArray[x][y]
>>
>>168851232
Why not use what fucking legend of grimrock does.
>>
>>168851113
I am sorry I don't have a personal list of the curriculum of every university to satisfy your nerd rage. When I was in my state STEM school there was 101 equivalent courses that used java, python, and c++.
>>
>>168851253
I love little aesthetic touches like this, and they're even better when they can be interrupted, that's some fine work there.
>>
>>168851168
>I knew you were an idiot but I didn't know you were this much of an idiot
nice ad hominem
sorry for the fallacy fallacy but i don't have much to work with here

>>Noooo your knowledge will clash you need to UNLEARN things, it's impossible!
>Jesus christ kill yourself.
have you seen most code
have you seen most code here
are you seriously going to tell me that most programmers, especially new programmers, are going to be able to unlearn things easily
of course it's not impossible i never stated that you mongoloid
i simply stated that if you're trying to fucking learn, learn the right way first instead of being a retarded cuck who thinks being able to write hello world in 1 line of code is better than writing a well structured program that outputs hello world while teaching you more about program structure and typings

fucking retarded game devs don't know shit that's why they're all nodevs
>>
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Progress: Currently designing the GUI
>>
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>>168850531
It's a joke game based on a cringey video series I make. 2D platformer, very similar to early mario. You fight each enemy from my series, with a level based on them. Boss one is pic related, thus Horseling enemies. Fighting is mainly done with throwing knives which rotate, and the rotation actually matters. This is why the arm needs to rotate, so you can throw at any reasonable angle. Pretty much just a big thank you to my fans.

What's your game about?
>>
>>168851232
>I want turning to be an turn but lets say you are facing right (->), obviously the up (^) and down (v) keys would turn you in their direction. But what should happen if you press the opposite, left (<-), while facing right (->)
what the fuck are you asking
>>
>>168850595
>????????????????????????
>people learn fucking java you mongoloid
You are a really unpleasant person. Seek help.

>i have heard of no colleges teaching python
Python is taught in a fuck ton of schools. You're embarrassing yourself.
>>
>>168851367
>Everyone at every regular college these days starts learning Python.
and you can barely substantiate your claim
and then you further move against it by showing a class at your local school that (i assume) taught multiple paradigms at once through multple languages
i guarentee you no sane 101 class would ever teach only python
honestly hearing that MIT teaches python makes me very sad
>>
File: Apprentris Gameplay.webm (3MB, 624x480px) Image search: [Google]
Apprentris Gameplay.webm
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>>168851097
Here's a gamplay webm to go along with it
>>
>>168851695
nyu here

our intro class was python, but our 101 class was java
>>
>>168851478
Hahaha, you're a fucking idiot. That's really all there is to it. I'm calling you names because that's all there is to do here, you have zero facts, yet because of your personal experience and what I assume is your own idiocy with the topic, you think you know better than pretty much decent programmer that works in education on the side.

>But have you seen most code here!
Completely fucking irrelevant unless you have the information on how every person here learned to code.
Protip: They are all mostly self taught hacks that didn't even follow a proper syllabus.
>>
>>168851478
>nice ad hominem
He says after literally screeching at everyone calling them mongoloids and faggots. Wewlad it is super obvious that you not only don't make games, you suck at programming and are in general a waste of space. Not an adhom.
>>
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>>168851232
Grimrock has walk forward, walk back, turn left, turn right, strafe left, strafe right.
>>
>>168851691
>You are a really unpleasant person. Seek help.
le adhominimno kappaerino 1 2 3

>>168851691
>Python is taught in a fuck ton of schools. You're embarrassing yourself.
name one that teaches the majority of its courses in python
or teaches its 101 class purely in python

i'll fucking wait because any program that WOULD do that is already shit because you miss out on 50% of PL concepts that way

i swear fucking python apologists
and i don't even really hate python but it is a fucking trap of a learning language
it's a learning language for someone who just wants to say they can make text go on a screen in 3 lines of code and in a 100 word tutorial
it's a decent scripting language for rapid iteration and prototyping
but it is NOT a learning language
>>
>>168851478
>fucking retarded game devs don't know shit that's why they're all nodevs
What are you doing here?
You are unfathomably butthurt and nobody can help you. Go away.
>>
>>168764397
>>168764571

Just wanted to say - this is the first time I've seen Graal mentioned anywhere in years, now.
>>
>>168851974
brb going to >>>/g/dpt/ to tell them their bitch is on the loose and crying in our general again
>>
>>168851097
>>168851753
That's an awfully basic game you got there, man. I mean it seems like the main focus is just to teleport into blocks to break them before they hit the ground, granted you have those dangerous blocks that punish you for warping into them but other than that I don't see much in the way of mechanical depth, or particularly engaging gameplay.
>>
What should I use for a 2D game? Tried game maker and it felt counter intuitive. Was thinking of trying unity next.
>>
>>168851695
you wanna know something man fuck you.

I just came back to this thread today after about a 2 year absence and I am out. You and the rest of these stupid motherfuckers always gotta be negative as fuck about everything. Always got to be destructive as possible. Always got to be a dick measuring contest. Always got to be a total asshole about everything. Well guess what, outside this thread people don't act like this and good things actually happen.

So sorry to the actual chill people in this thread. But these asshole posters just seem to want to have this thread so fucking bad they can have it. They can enjoy it with each other.
>>
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>>168851415
Thanks anon. The idea was completely ripped from DMC4.
>>
>>168852125
Game maker studio 2 might feel better.
>>
>>168851695
At my state school we started with C, then C++ then Java.
>>
>>168852097
I mean it's a jam arcade game where the main goal is a high score, so complexity isn't the goal.
That being said, I made it because I found the game fun. And in terms of depth, there's also the blocks that speed up/slow down the game. So there's decision making in whether or not to let a slowdown block hit the ground in exchange for an easier time
If you do play it I hope you end up liking it!
>>
PLEASE HELP

WHY THE FUCK DOES VISUAL STUDIO 2015 HAVE NO OPTION FOR "FIND ALL REFERENCES"

THIS IS AN INCREDIBLY HELPFUL TOOL
>>
>>168850595
>>168849586
>>168849050
>>168848139
What exactly does Python do to make me learn how to code improperly? If not Python, what should be my first babby language?
>>168848208
>>168848245
What makes a good 2D and 3D engine? Why will 3.0 make Godot 3D better?
>>
>>168851253
Damn placeholder dev, you were lying this whole fucking time about being bad at art

You goofy motherfucker
>>
>>168851812
>Hahaha, you're a fucking idiot. That's really all there is to it. I'm calling you names because that's all there is to do here, you have zero facts, yet because of your personal experience and what I assume is your own idiocy with the topic, you think you know better than pretty much decent programmer that works in education on the side.
Oh. Oh my you've gotten me. But stretching out your sentences and claiming nothing about the true benefits of learning Python outside of "not worrying about details" (assuming this way you) you have indeed won this argument. I submit to you.

>>But have you seen most code here!
>Completely fucking irrelevant unless you have the information on how every person here learned to code.
>Protip: They are all mostly self taught hacks that didn't even follow a proper syllabus.
And please, tell me what a proper Python-based syllabus would look like?
Chapter 1-9: Import a module and hope you're passing the right parameters.

Literally, fuck off. You've made me stopped typing like an autist because now you're genuinely triggering me. I've been in the fucking software development industry for 10 years and nothing hurts my soul more than seeing a new, freshly graduated associate developer writing awful, Python-esque, imperative code that's poorly tested and follows no proper standards/practices.

>>168851851
It's funny that you and this other guy have had 0 substance outside of saying MIT teaches Python and that Python makes it so you "don't have to worry about details" and you're calling me out on it. I've brought in my personal experience (which you guys will obviously through out as "lmao that's just u") as well as generally known phenomena in the JavaScript/Python community of poorly maintained and written code that clearly stems from some misunderstanding of how to program properly.

You guys are retarded. I don't care if people use Python as a language in general, but it is an incredibly poor way to teach.
>>
>>168849791
I implemented what you suggested however now my model is smaller and rendered at the wrong location.
http://pastebin.com/RBZhw0ek
>>
>>168852474
Asking it serious questions will give it the impression that it is being listened to or taken seriously. I strongly advise against it.
>>
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I don't think there's anything I could do to mask what inspired my inventory. Either way, I'm happy with how it looks so far. Now I get to start coding the auto-inventory fill script that will determine whether there's enough space to automatically place an item, or if the player will need to manually place it.
>>
>>168852436
>Thinking we have better knowledge here than google here
VS is shit man, abandon. If you're forced to use it, just do a recursive grep from console or something. Sed if you need to do find+replace.
>>
>>168852242
Don't feel ashamed for taking ideas from other games that inspire you, the games that inspire me shine through in my work. I just roll with it and make sure to at least make sure my gameplay feels distinct enough to have its own identity.

>>168852378
I hope you didn't take that criticism the wrong way, mind you. To crunch a game like this out for a jam that quickly is a feat in itself. I hope making this gave you some new ideas and skills to apply for Whimp.
>>
>>168852097
>>
>>168851232
If you're facing right, then wouldn't right be forward for you? You would turn to your left. Make the strafing buttons like, diagonal to the actual turning buttons.
>>
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I'm trying to do running sprites based on the Link to the Past style of Idle, Push-off, Stride, Landing, Repeat, but I cant seem to get the correct balance of movement across the head, hair, and legs. What stands out as the worst right now?
>>
>>168852626
Are there any good replacements for VS?
>>
>>168852641
Not at all, I appreciate feedback I hope you did play it at least

Most of all starting a new game made me realize how how much I've learned and pray that I've fixed all the early Whimp code
>>
>>168852887
For what language?
For C++ I use Eclipse CDT.
>>
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>>168852626
>VS is shit man
>>
>>168851982
I'm secretly asking questions and entertaining myself in the meantime by trying to explain to a bunch of idiotic script kiddies that Python is a bad learning language.

>>168852081
I'm coming out of my nerd rage here to say that I miss Graal that was a fun as game. I remember being an event person on some server for a while.

>>168852095
>crossboard link
It goes without saying, but I assume the average IQ of people defending Python as a learning language is rather low, so I will say it: If you have crossboard/crossgeneral link it typically means you have nothing else meaningful to say and you're essentially giving up.

>>168852210
Hey man, fuck you. I've known so many developers personally who fell into a lot of bad practices due to bad curiciulum/bad learning choices.

Just because I actually care about this enough to defend it doesn't make me an asshole. Especially when instead of just saying "fuck python" I actually said "fuck python because X, learn java because of Y".

Just sounds like you care very little about this discipline and that's sad.

>>168852301
Sounds smart since you're actually building up concepts from a relatively low level systems language to a high level systems languages.

>>168852474
>What exactly does Python do to make me learn how to code improperly? If not Python, what should be my first babby language?
Look, learn Python. I'm the only one against it here and if you want help, a lot of people here probably did something similar.
I will just leave you with this: the way that Python is designed makes it easier to write worse code and harder to maintain code. That doesn't mean you can't write equally code good or write easily maintainable code. It means that's it's a lot easier to get out of doing those things and many developers do.
And if you do learn Python, branch out. Don't define yourself by one language. Learn different languages. Many.

>>168852567
>it
You're more triggered than me
>>
>>168852931
I just gave it a run through, the music is pretty catchy and I found the game pretty easy to exploit seeing as you can just aim your little apprentice at blocks and mash the cast button to chain through blocks, if you ever revisit this concept, consider giving the player a way to clear out blocks that have turned solid.

You could also add a mechanic where holding cast lets you target and que up a chain warp through multiple blocks.
>>
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I'm getting burnt out on making my game. Does anyone need a programmer?
>>
>>168853161
Why are you suddenly not typing in lower case?
You are a psychotic shitposter. Goodday.
>>
>>168853223
>Why are you suddenly not typing in lower case?
This. What a fucking spook lmao
>>
ifstatement;{
do x then y
}

or

ifstatement;
{
do x then y
}
>>
>>168852523
>>Literally, fuck off. You've made me stopped typing like an autist because now you're genuinely triggering me.
>>168853223
I switched to something a little more formal because this argument has gotten to the point in which I want to make sure that my points aren't lost to you due to poor sentence structure or extra expletives.
>>
>>168853410
ifstatement;
{
do x then y
}

Obviously. The upper option is for heathens.
>>
>>168853410
I'm always a
condition
{
action;
}
kind of guy, I think it's more readable

but to each their own
>>
>>168853471
>I switched to something a little more formal
Is that what you call getting out of bed putting down your cell phone and going to use mommy's laptop?
>>
>>168852558
It may be something about the order of the operations as I mentioned, since the operations aren't commutative.
Try different orders, maybe even split the last line into two lines one each multiplying.
There's some actual math here we could do, but really it's faster to just test, unless you care to learn the math yourself.
Also you can just do vec4 = (someVec3, 1.0) in most modern opengl implementations. There's a round function too I think.
>>
>>168853218
Yeah can you make the Iguana QWOP clone for me?
>>168849204

Sincerely,
Idea McGuy
>>
>>168853213
Music is actually public domain, but I really dig it also

If I do ever expand it, I have a list of features to include:
>You can cash in a combo (resets your range) by charging your magic for an explosive teleport that can destroy solid blocks
>More variety in block spawn pattern
>online leaderboard

That chain warp idea sounds awesome, perhaps another combo-locked ability
>>
>>168852523
Nah. Fuck off triggered autist.

Posted from my pyPhone 6.
>>
>>168853543
Got me good. Nice one dude.
>>
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>>168853578
For whatever reason GM:S doesn't have the round function. However, your implementation worked perfectly I just had to fix how I was rounding! Now I need to figure out Afine texture mapping. Thank you very much!
http://pastebin.com/VqE7qYPA
>>
>>168843429
Is that a stock run animation?
>>
>>168852474
>What makes a good 2D and 3D engine?
2D and 3D are two different beasts to tackle.
You know how when unity2d first released it was just unity3d limited to a plane, and the 2d felt like an afterthought? If you wanted to make a game with sprites, everything was a "billboard", there were rounding error showing seams between tiles, and so on. Now it's way better, I've heard, but I haven't tried it myself.
Godot is the other way around, started as a multi-purpose 2d engine and then they tacked-on some 3d shit, but it's not good. The devteam (the main developer, basically) is completely reworking and revamping the 3d part for 3.0
>>
>>168854017
why are you doing 3d in GM:S?
>>
>>168851232
You can't be "facing right." The direction you're facing is forward.
>>
>>168853410
If {
for {
}
}
Any other way is shit
>>
>>168854342
Not him but I imagine because it's a guaranteed way to get attention to the game.
>>
>>168854691
I don't think most people would care.
>>
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>>168854342
>>168854691
Because its fun! follow me on twitter! @wild8900
>>
Where can I find an artist to do concept character sketches?
>>
A "Pet Game" site wants me to write a blog post about what it takes to be a successful dev or even be interviewed by them (despite not really being successful)

I would do it instantly if it didn't seem like furshit, what do?
>>
can't find a link in google, because there's nothing on it.
but I've just learned about a jew concept called neshumah.

basically, don't tell other people his work is shit because is the worst karmic sin.

like all karma, doing neshumah means your goals will end up in failure.

so, don't tell others their work is shit, remember that is bad karma, is actually the worst karma of all.
>>
>>168844698
>MR CORGIIIIIIUIIUIUU!!!
>>
>>168855380
if you have the time do it, what's wrong with you.
>>
>>168854017
Glad I could help.
>>
>>168855779
I just don't want to be associated with fur if that's what it is
>>
Where's optimistic owl??
>>
>>168855575
Karma doesn't exist. But anyways, I hope to see progress from you in the future.
>>
>>168854017
https://docs.yoyogames.com/source/dadiospice/002_reference/maths/real%20valued%20functions/round.html
>>
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Why did you abandon your unfinished games?
>>
>>168851591
Haha link to the series?
I've never actually played mario but I think I know what you mean.

My game is going to be a 2D Rpg focused on magic. I'm trying to come up with a fun system and I plan on it being a bit sand boxey.
>>
>>168856146
I think that's for GML, not shader language.
>>
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I brought this up last thread, but I'm still stuck on the same issue. I have two stats, concentration and dodge, that are just stuck at the top of the healthbars because they have nowhere to go. Does anybody have any ideas as to how I could present these stats without it turning into a cluttered mess?

I implemented the suggestion to center the text and get rid of the "212/1000" format for the HP.
>>
>>168856101
start to commit crimes or treat others like shit and tell me it doesn't exist.
>>
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>>168856146
Thank you but I know GM:S has a round function. The shaders are in GLSL which has its own separate set of functions and syntax.
>>
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>>168856165
They were really bad.
>>
>>168856165
I had more people involved in my current game.
>>
>>168852601
Aw nice~
Most people I've talked too bash the RE briefcase inventory but I love it too.
I've seen a few of your progress posts around but what's your game like?

Some sort of RE/SH kinda thing?
>>
>>168856417
That has nothing to do with karma though. I still have morals.
I hope your progress is coming along nicely.
>>
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>>168856254
https://www.youtube.com/watch?v=hC7aJHYePJ4&list=PLqAuxZYoYr5-t2Ma3nTMx5-4auEM3_4vy&index=1&t=11s

Sounds rad, Anon. I was going to make an rpg about magic and I got pretty far into planning. Made 5 schools with different paths, certain schools are enemies, etc. I look forward to seeing any progress you make on it, magic doesn't get the attention it deserves.
>>
>>168856383
the aesthetic thing to do would be to not have any numbers or bars and represent them all in world through visual states of the characters.
>>
>>168856165
too much pressure to make a full game out of what started as a tiny jam idea
>>
>>168851253
ffffffuck this game is gonna rock
>>
>>168820541
I really love the look of these.
>>
>>168853161

>play Graal in early 2000s
>jump between dozens of different servers
>marvel at how different all of them feel, some of them even having basic quests and storylines
>despite variance in quality of execution, feel a real sense of creative drive in this game
>then Pay-to-play drops and anyone who doesn't subscribe gets gimped
>can't even PM other players on any meaningful level because
>"You can only send one message all 60 seconds"

Fucking Graal, man... what a waste of an opportunity.
>>
>>168856694
I love briefcase inventory. It lets you manage your inventory your way, and a box of ammo doesn't take up the same amount of space as a shotgun.

Yeah it's basically a 2D RE/SH sort of game. Slow-paced combat, a spooky town to explore, puzzles, key hunting, etc.
>>
>>168854691
>him
>>
>>168854017
>For whatever reason GM:S doesn't have the round function.

I'm going to assume you are talking about something else since a simple google search would tell you otherwise
>>
>>168856807
>magic doesn't get the attention it deserves
That's exactly why I'm doing it, magic in vidya is so often formulaic and stale.
You hear or even get to see other mages experimenting, researching and creating magics but you can only cast set spells despite becoming super powerful in alot of games.

>the video
Jeez you weren't kidding, funny though.
>>
Affine texture mapping is in. No perspective correction for me!
>>
>>168857394
I appreciate the (you). Please see >>168856491
>>168857295
were all boys on an anonymous image board
>>
>>168857270
I hear you, I think it looks great laid out like that too.
Do you have any more screens or are you anywhere near a demo?
>>
>>168857606
great work, anon. can you break down how you did it?
>>
>>168856491
Oh I'm sorry, I misread your post.
>>
>>168856816
That's preferable, but practically how would you do that in a turn-based tile-based RPG? Players have limited actions in one turn, and getting yourself killed because you couldn't tell how much dodge that skelly had and it dodged all your attacks doesn't seem like good game design.

I guess I could limit dodge to 3 points, and have 3 animation states for each amount of dodge, but that still wouldn't be very clear and I'd need to make 3 different animations for every single monster in the game.
>>
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>>168857728
I'm shooting for a small demo on the next Demo Day. All I've got is a little bit of combat, which I've posted before
>>
>>168855324
deviant art dot com
you just have to be comfortable with girls who are also vampires that also have a vore fetish and transform into phallic objects
>>
>>168857915
I've been meaning to give you a (you) 'cause your game is looking good and I'm excited to see where it's headed.
>>
>>168857606
How? I thought anything that used modern 3D APIs made it really hard to do affine texture maping as those things were taken care of for you.
>>
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>>168856807
I didn't care about your game before, but I do now.
>>
>>168857246
Man, I played Graal pre-2000, when there was just one server. I remember something about a 2nd "bomy" server that was P2P being implemented but I don't think I was even playing anymore by the time it was implemented.

On one hand I wish I had a copy of early Graal so I could play the local host version with my brother again, but I think I'd just ruin my nostalgia if I did.
>>
>>168838261
How are you setting the window size? Are you using window_set_size or just changing the size of your views?
>>
>>168858039
Thanks anon!
>>
>Tfw you try gamedeving and realize it is way too hard

feels bad man
>>
Should I bother compiling my game for mac for demoday?
>>
>>168858209
I enable the use of views and set a port size. I also used window_set_size upon game start but it has the same result. When I try drawing the window width it always shows the correct width, despite that not actually being the actual window size
>>
>>168854878
On the thumbnail she looks like topless.
>>
>>168857806
>>168858052
It's my software rasterizer, implemented mainly with shit tons of google/wikipedia.
>>
>>168857849
is dodge the only thing that is important enough to need specific counting?
take that selection ring at their feet and split it up into the dodge counter.
>>
>>168857915
Awesome, I look forward to seeing it!
>>
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>>168857673
>were all boys on an anonymous image board
what about this boy?
>>
>>168857246
You only had to subscribe for one month and it would permanently unlock everything except the fancy new official server, "Graal 2000" I think it was called.

That game was pretty rad though. I only played on the original "classic" server but it had all kinds of fun shit. Zol's Pub, Bruges' Tower, Avalon, the spaceship, the comfy little village with Stefan's house... I logged into my old account a few months ago and it looks like they wiped the classic server completely. The old map was kind of a mess due to being built by dozens of different people with basically no central planning, but that made it pretty unbeatable in terms of sheer volume of content.

I made my own house once and tried submitting it to be added to the server, but it got rejected for being too boring. So instead I just kept fucking around in the editor, writing scripts of all kinds. Mirror for my house, some kind of secret door, a dungeon full of puzzles, sidescrolling levels. I even hacked up a mostly-working Bomy transformation script (the ability to turn into these "Bomy" creatures was one of the main selling points of the paid server).
>>
>>168858408
No the player needs to know dodge and concentration numbers, but that selection ring idea is really good. I'm gonna go implement that now, thanks!
>>
>>168858346
>google to see if anyone else has this problem
>first thing that shows up is the thread you made on the gamemaker forums

Could you post the screenshot of your code here? I can't remember my yoyogames password and it won't let me view it without signing in.
>>
>>168842068
You should definitely look up tutorials/documentation on how to draw graphics to the screen with whatever language you're using. Then try it.

Try to find a guide that actually explains why the fuck it's doing what it's doing. Just blindly copying is a waste of time.
>>
When was the last time you learned to do something new and realized that you could have saved countless hours if you had taken the time to learn about it prior?

I recently learned about the ?: operator, and just today I realized that I could import Flash animations as sprites, rather than just solitary Illustrator SWF files. I feel like an idiot.
>>
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>>168858727
This is all the code I've posted, which is just the code that pertains to windows, scaling, views, etc.

More importantly, I just made a completely blank game, enabled views, made an executable from it and it has the exact same issue. So it's not my code. It's either an engine thing, a setting thing, or something with my computer
>>
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>>168858484
>>
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>>168850282
I say Unity.

As for Deus Ex not sure about the rest of you but I really adore them from a game design and all around technical achievement perspective. Fantastic games, shame about the DLC debaucle but whatever. Mankind Divided is fun for me and the graphics are fuckin awesome.
>>
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>>168858484
>>
>>168837301
>>168836171
To make a stronger point: these techniques can be detrimental in game AI. They obscure the rules that the AI uses, so the player can't mentally simulate the AI and predict what it will do. Neural networks are famously opaque, for example.

Things like neural networks and genetic algorithms are best for input randomness, such as world generation or level generation.
>>
If you're not enginedevving, you're not dedicated to the craft and you will fail.
>>
>>168859070
If that's the case, have you tried uninstalling and reinstalling game maker? It'd be worth trying at least.
>>
>>168828760
dont man, attracting the homestucks isnt worth it.

it's never worth it.
>>
Anyone ever make a game in roblox? How's the payment program
>>
>>168859446
I'll do that after a backup of my games. Is there any chance that uninstalling will take the game files with it?
>>
>>168859609
>gamedevs
>getting paid
>>
I spent all day trying to figure out how to implement a feature and got no where.

Now I have a huge headache and I can't stop thinking about that fucking feature.
>>
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Hey friends - I need to make a very simple person model, tonight. A simple or intentionally bad style is fine. If possible, rigged with a very simple walk cycle.

What are some good resources?
>>
>>168859609
>roblox
the fuck is that...?
>>
>>168859695
>Is there any chance that uninstalling will take the game files with it?

I've uninstalled and reinstalled multiple times and it's never had any effect on all of my game files. Go ahead and backup your game files anyway, though, just to be extra safe.
>>
I'm having a weird love-hate relationship with UE4, as someone whose never coded or never made a game in his life, I find the blueprint system amazing yet after only a few days learning UE4 I keep bumping into limitations that are mind blowingly stupid.

Like, you can't even pull what key has been set for a specific input. You'd think something as basic and essential as that would be in blueprint ffs.

Love ue4 though
>>
>>168859708
>>168859829
http://www.businessinsider.com/loleris-roblox-2015-2
>>
>>168854017
Hardware limitations of the past produced a lot of very cool looking games but jittery vertices and fucked up textures weren't intentionally part of that.

If you plan to emulate them atleast give the player a choice to not have it and really consider hard if you want to use that shit in your promotional material. Most people will just think it looks bad instead of understanding your point or whatever.
>>
>>168844876
>that enemy name
all i can think when i see that is
https://www.youtube.com/watch?v=DN9DW4rrEjY
>>
>>168860065
Of course!
>>
>>168859796
Hard to say, 3D takes a while to get into.
There's the old as shit garbage joan of arc tutorial for modeling a character. But it takes more than one night.
For rigging probably googling according to your 3D software works.
>>
https://www.youtube.com/watch?v=zb6Eo1D6VW8

very cool stuff starting at 4:11 or so.
>>
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Hot off the presses.
>>
>>168856165
After replaying it some time later I realised how bad it was.
I started working on it recently again though, so I'll slowly fix it and make it something more playable.
>>
>>168859845
Backing up. Weirdly enough I just tried the game on a friend's pc (whose monitor isn't 1080p like mine) and it worked. So maybe it's just my laptop?
>>
>>168860063
the lovely thing about all the articles about a kiddo making a million a year in THING is that it always masks the ones who made it possible getting a billion a year and can completely destroy kiddos livelihood on a whim.
>>
>>168860183
This video is pure gold
>>
have any of you guys actually made any money off of your games yet?
>>
>>168861297
Yes, all of these dudes:

www.homph.com/steam
>>
Is
x * (y>z)
as expensive as
if y>z then { x=1} else {x=0}
?

My intuition tells me yes, because it has to perform the comparison either way, but I don't know much about this shit.
>>
>>168861352
why does steam love generic indie pixelshit platformers so much?

the only really interesting game in the top 5 or so is VALHALLA
>>
>>168861352
>Cathmouth island got 27k owner
How.
Did it get convert it into a fun game via patches?
>>
>>168861496
>valhalla
>interesting
Barely even a game.
>>
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It do can you /agdg/!!
>>
>>168861297
I've made like 90€
>>
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>>168861619
>it do can you
>>
>>168861545
Either that or they bundled it like crazy to make up for post-release stagnation.
>>
>>168861582
pleb detected

go back to devving your super meatboy reskin
>>
>>168861352
Risk Of Rain looks like a decent 2d game I'd give it a 3/5
>>
>>168861619
>uoy nac od ti!
dafuck
>>
>>168861815
Have played it, the gameplay is actually a solid 3/5...
>>
Would you play a Source Engine game?
>>
>>168861903
yeah the best of /agdg/ would be a generic 2d or 3d decent game not bad
>>
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tfw your hard work pays off, at least a little
>>
>>168861456
I assume the first should be `x = (y > z)`, not `*`?

First one is cheaper because it avoids branching. They both do the comparison, but the first one unconditionally copies the result out of the flag register, while the second has to branch.

Usual caveats apply:
1) A good compiler can probably optimize this for you
2) There's no sense in optimizing until you know what's slow
So just write whichever you think is easier to read.
>>
>>168861496
Vagante is legitimate fun (if you like Binding of Isaac / Spelunky / etc, it might be up your alley).
>>
>>168862042
Hey $420 net in four days isn't chump change, you deserve it and more for your work!
>>
>>168862035
probably better not
>>
>>168862042
this is when you become a real gamedev you make actual money from your games. Holy shit congrats
>>
>>168862042
Fug
>>
>>168861619
>ga m ba tte
>>
>>168862035
literally a worse meme engine than godot 2bh

even googs agrees
>>
>>168862150
its not bad but its not in the top 5 so I wasn't really referring to it when I said that
>>
>>168862042
very good job anon

probably took a good deal of technical wizardry to get that stuff working for VR
>>
>>168862328
Oh, oops.
>>
>>168862056
>I assume the first should be `x = (y > z)`, not `*`?
My bad, I didn't properly abstract from the issue I was inspecting into a general case. For the sake of argument it'd be "*=" rather than "*", but I assume the answer (to what I asked) is the same either way.

Thanks for the help.
>>
>>168862042
>PortalKit
if you're the dev I'm thinking of,
>420bux for months of waiting on top of days of work
>you still don't understand anything about optics
literally worse than flipping burgers in the grand scheme, 2bh
>>
>>168820689
What does "Radius" do?
>>
>>168861582

It is a good example that shilling works though
>>
>>168824076
HEY! I'm the original guy who posted that advice in the last thread, and I meant to say add a "Mesh Collider!" Fuck you guys!
>>
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>>168862185
Thanks anon!
When I get the chance, I'll probably raffle off a buncha vouchers for AGDG folks if anyone here is interested in a copy

>>168862194
Tfw this isn't even a game
I just made a really cool mechanic for a game and I was like "damn if I edited this a bit I could sell it as an asset"

>>168862340
Hell yeah it did, VR abso-fucking-lutely sucks for graphics programming because only 1 out of every 3 graphics convenience functions works.... I had to write custom scissor, screenrect, and oblique matix methods to even get it sort of working.


Recursion is next, I just got it working in nonVR and now I just have to port it

>>168862529
>you still don't understand anything about optics
Come again?
Also, waiting isn't work. I'm a fulltime student, I'm just doing this in my free time. It's not like it's only ever going to make 420 bux, it just made that in a couple of days, and constantly supported assets grow in purchase rate over time instead of declining.
>>
>>168862042
>reading the reviews on the asset store
>Overwhelmingly positive
Congrats anon, glad your hard work is paying off! I hope more people buy it
>>
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>>168862529
Ummm this is literally you though. Stop commenting.
>>
>>168863024
>>
>>168862656
radius of the sphere which triggers the event upon player contact
>>
Pathetic. Kill Yourself.
>>
>>168852081
>>168853161
>>168857246
>>168858143
In case any of you want a bit of nostalgia, this crazy son of a bitch has archives of old Graal versions, including the 1.39 level pack which was the last official release of the Graal Classic levels:
http://nekoroy.com/graal/
Also, this guy is incredibly salty over some kind of ancient drama. There's a news/blog post from 2016 that mentions Trump and then immediately starts ripping into some old Graal admin who he hates.
>>
>>168857915
At least nudge the enemy backwards, if not stagger them.
>>
>>168863024
Did he actually post that? Wow.
>>
>>168863195
You don't have permission to access /graal/ on this server.

Additionally, a 404 Not Found error was encountered while trying to use an ErrorDocument to handle the request.
>>
>>168863024
I'm honestly surprised that people still remember that
Go a little easy on the guy, his comment wasn't ENTIRELY off base. It would have worked for non VR applications, as long as I still used the dynamic render target method.

>>168863013
Thanks, anon!
Part of the reason that the reviews are so high is because I'm willing to help the folks that download it... I know that I turned at least one of those 5 stars into a 5 from a 4 because I was willing to assist the person that was having problems.
>>
>>168852081
>>168853161
>>168857246
>>168858143
>>168863195
>Graal
Oh wow! Blast from the fucking past. That's where I got my real start in level design and scripting, back before it got a C&--

>Also, this guy is incredibly salty over some kind of ancient drama.
So all indie devs ARE like that. Thanks for confirming it.
>>
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>>168863024
>some retard actually posted that shit here
wow... [BARF]
>>
>>168860550
I don't understand. He says that DOOM uses binary space partitioning to manage memory and processing, but that doesn't explain the renderer. He said that Wolfenstein uses raycasting to render a level, but how does DOOM draw the tiles in 3D if it's not 3D? The flythrough at 9:15 certainly looked 3D.

Is he saying that it's not 3D because it's not culling polygons?
>>
>>168863024
It's a wonder the police never picked that guy up for harassment.
>>
>>168863392
I never played Graal, but it reminds me of the Nexon games I used to play; Dark Ages and NexusTK. Anyone ever play those? Never got around to playing UO but regret it.
>>
>>168863669
It's not 3D because it's not Unity. Unity is the only way to make a 3D game. Doom is just fake 3D, with billboards.
>>
>>168863374
The person you is a shitposter who's been at it for years anon
>>
>>168863024
I don't get this explain
>>
>>168863024
What the fuck is this?
>>
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>>168820012
>he doesn't think w16 is the best engine
>>
>>168863891
>>168863993
Look in the archives. It's all there. All of Reek/Steamchat/PepsiFam/BirdMath/Sourcefam/Eromattifarg's crimes are there for all to see.
>>
>>168860579
Except that every anon who thought that he could make a triple A game is completely nuts. As opposed to that shitty painting.
>>
>>168864156
>w16
>not either a 4 cylinder boxer unit
>or a marine turbo-diesel 24l 12 cylinder generator for electric drive
Get Out
>>
>>168863024
This image makes me very uncomfortable. Is this on purpose? there must be some kind of encoding in the image to do this...
>>
>>168864156
>>168864427
I assume /o/ plz go
>>
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>>168864632
>>
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>>168864796
You literally said this:

>>what's still being rendered through the portal: Two eyes,
>that's stupid because you can easily place only have one camera there. if you have two cameras per portal, then you can adjust the distance of them using very simple trig to maintain parallax, not that it's necessary, since things focused to infinity can be simulated with one camera and things focused to infinity literally exist in real life and dont make people throw up

https://boards.fireden.net/vg/thread/160692461/#160737031

Delete your account.
>>
>>168865108
REMINDER: The person who posted that also wrote:

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

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

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

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

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

Look it up in the archives. He's a fucking degenerate.
>>
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>tfw you will never be brain damaged and post the same shit every day for years
>>
>>168865394
Probably used Python as a learning language.
>>
>>168865394
>>168865108
didnt the guy who posted those get v&
>>
>>168865591
Why does my brain tell me it would be good to lick those nipples?
>>
>>168865394
but
I mean
isn't that right
I'm not reading all of it but at least the first sentence is correct.
>>
>>168865697
Hello sourcefam.

Goodbye sourcefam.

:^)
>>
>>168865837
I'm not actually sourcefam and I think that he's a fucking idiot but at least the first sentence of that paste is correct.
"The term floating point is derived from the fact that there is no fixed number of digits before and after the decimal point; that is, the decimal point can float. There are also representations in which the number of digits before and after the decimal point is set, called fixed-pointrepresentations. In general, floating-point representations are slower and less accurate than fixed-point representations, but they can handle a larger range of numbers."
>>
>>168865697
Can you prove what you're saying?
>>
>>168865930
>>168865697
I'm assuming you aren't familiar with the person you're replying to. But you'll recognize him soon enough. I'll give you a hint: don't reply to him and report his posts.
>>
>>168865930
>is literally ignorant
>is literally stupid
>is literally insane
I think you dropped these...........


https://boards.fireden.net/vg/thread/141632235/#141650802
https://boards.fireden.net/vg/thread/141632235/#141650652
>>
>>168866069
So wait is sourcefam the super autismo or is the person that hates him the super autismo
or both
Which one is the one that posts the source images and which one is the one that replies to them
>>
>>168859293
>I say Unity.
Any particular reason why?
>>
>>168866151
>you could compile for multiple times of day and blend the lighting between those hours in a similar way you can turn static lights on and off.
>a similar way you can turn static lights on and off.
>STATIC LIGHTS
>on AND off
What did he mean by this?
>>
so I know this thread has devolved into mostly shitposting, but I'm going to ask a question anyway:


how do developer usually make sure that key pressed don't carry over into the next frame?

for example, when I have GetKeyDown or GetKeyUp it triggers the event, but then since the next event is also checking for GetKeyDown or GetKeyUp, it automatically is triggered even though the player only pressed the key once...

how do professional devs usually deal with this? by clearing the input after each key press? or having a "wait" command before checking again for a key press?
>>
>>168866302
You can bake lights in some systems into on and off positions and then bake the resulting lighting into a lightmap that gets swapped out if the light changes.
>>
>>168866179
As far as I'm aware, the person he's talking about hasn't posted here for years.
>>
I remember when I thought the whole pedodev thing was a joke. Those were the days.
Then I saw fucking lolisimdev posting screencaps of his "vaginal tearing" stats in his child rape game and rotatedev replying like
>wow looks great great work holy shit
and constantly defending it.
Then I was like
>okay but rotate and googem being pedos is just a joke right
and everyone was like
>yeah no he's a legit pedo and this thread is officially cursed.
>>
>>168866354
You could poll for keys being down or up and then whenever it changes the class that's checking fires an OnKeyUp event if it goes from down to up or OnKeyDown if it goes from up to down, as well as an OnKey event that continually fires for as long as they key is down.

>>168866448
Gogem is a pedo too?
>>
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DISREGARD SHITPOSTERS
POST PROGRESS
>>
How kosher is buying assets from the Unity store to use in your game /agdg/?
>>
>>168866794
Literally where is your game, pedo?
>>
>>168866794
this
>>
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>>168866794
Updated the full animation cycle for Apprentris' Magic Attack
>>
>>168866821
It's the only way to make a game.
>>
new thread where
>>
>>168866794
bump limit reached
let the thread die
>>
>>168862040
I don't get why this game gets so much praise as well as being branded the ---best--- agdg game.
>>
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Can someone explain Unity's (C Shader) TRANSFORM_TEX? Naturally, GM:S doesn't have a similar GLSL function nor can I find enough documentation to recreate it in GM:S.
>>
Reminder that all new OPs must be neat and tidy
>>
>>168866821
Literally the reason they are on the store? You are paying someone else to do work you don't have to, in the hopes that your game will be completed sooner and better.

Art assets are sketchier than code / world generation / whatever, since people will recognize them. GOG for example requires all new assets.
>>
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>One more tweak and I'll go to bed
>Gotta fix that bug before though
>>
>>168867103
it made a fucking million dollars is why
>>
>>168866978
That looks great. I've never animated anything in 2D, how long did it take you to do the whole thing?
>>
new thread
>>168867275
>>168867275
>>168867275
new thread
>>
>>168843052
WAIT! Will there be voice grunting? Like this:
https://youtu.be/BQRuFB7HeSo?t=25s
>>
I really want to make music for games. I realize there is a flood of composers and there is basically no demand. I still get contacted a fair bit but nothing ever materializes. Why do gamedevs seek out composers when they're still in a concept phase with no idea how to actually make a game? Is it just because it takes no effort but still feels like progress? I'd happily dedicate a shitload of time to compose for some shitty game no one ever plays as long as it gets finished for once.
>>
>>168865697
Vaguely. Either way if you're going to explain IEEE754 you do it properly, not like an autist that learned about it watching youtube videos or something.
>>
>>168867286
I did it in steps with a bunch of tricks.

The player magic pose, where the colors whirl around him, was just drawing the base pose and drawing one color trail whipping around. Then I copied that trail, changed the color, and staggered the frames. Probably took less than 30 minutes. I added the flaming eyes and glowing hands after, but those were probably 15 minutes tops because I was being picky.

Individual trails going apart and coming back together were probably 1-1.5 hours total. Again a lot of copying and mirroring with palette swaps.

The final explosion was pretty hastily drawn, probably took 25 minutes.
So total of 2.5 hours or so
>>
>>168856165
I didn't, I'm just rebuilding it from scratch
>>
>>168856383
If the numbers don't go too high you could have dots above and below the healthbar in the style of the attack points system.
>>
Does an empty list of Vector3s always contain (0, 0, 0) as a default?
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