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AGDG - Angry Grouchy Dirty Gubernands

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

Thread replies: 790
Thread images: 142

>GENERAL
Helpful Links for Newfags: http://alloyed.github.io/agdg-links/
Recap: http://www.homph.com/recap/
Archived Threads: http://archive.foolz.us/vg/search/text/AGDG/type/op/
New Threads:>>>/vg/agdg

>HANDY TOOLS
Open Broadcaster Software: https://obsproject.com/
WebMConverter: https://github.com/WebMBro/WebMConverter
LICEcap: http://www.cockos.com/licecap/

>JAMS
http://itch.io/jam/vaporwave-jam

>PEOPLE AND PLACES
IRC: irc://irc.rizon.net/#AGDC
Musicbros:
Soundcloud: groups/agdg-audiofriends
Skypechat: http://pastebin.com/idnpTCfU
Steamgroup: http://steamcommunity.com/groups/vgamedevcrew

>[DEMO]s
Captrura de pantella [july 9]: https://dl.dropboxusercontent.com/u/277212764/Battle%20city/Battle%20city.html
Powerlines [july 9]: http://gamejolt.com/games/rpg/of-powerlines/29020/
(reply to op w/ [demo] for easy link adding pleasure)
>>
First For Visual Studio

VS2008 > VS2010 >>> EATING SHIT >>> VS2013
>>
>>73543158
What's wrong with 2013?
>>
nth for fluffy vanilla doujins
>>
>>73543318

it crashes on startup, then unfreezes for me

nothing aside that annoying thing
>>
(reposting >>73543370 for visibility, I dunno, am I allowed to do that?)
>>73503654
So I've thought about this and, yeah.

Quick game summary if that helps with finding the right feeling: http://pastebin.com/7xdTz0y1

Could you try and whip up a small 30s-1mn chiptune loop for either:
1. A space station shop (between two waves, it could be soothing but also pressure the player into gearing their ship up)
or
2. The title screen (tutorial/game settings music, something like the title screen music from FTL but a tiny bit more energetic)

Thank you.
>>
First for Unity doesn't compile scripts to C++ you mongoloid.
>>
>>73543505
That's it? Not to be that guy, but I have that version in two computers and I never had an issue like that as far as I remember.
>>
>>73543318
ugly and slow as hell

startup, loading files and projects, compiling all take much longer than vs2008
>>
>>73543759

I wasn't the guy who was hating on vs2013 originally, that's the issue I have with it, i consider it an annoyance but I still like it
>>
where the fuck can I watch poker seriously why is this so hard does anyone know I don't even know where to look for poker threads on 4chan jesus fuck
>>
File: slimeidle.gif (7KB, 158x153px)
slimeidle.gif
7KB, 158x153px
we idle now
>>
>>73543073
soundcloud link forever broken.
>>
>>73544810
This is great, needs cowtits though.
>>
>>73544868
Sorry. I'm new. I fixed the first link though, since it used to point here: https://gist.github.com/Alloyed/6c0d2f1fa476fc3ba61f

How do I fix the Soundcloud link?
>>
File: erection on.gif (2MB, 512x384px)
erection on.gif
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>>73544810
dont do that to me anon
>>
>>73544810
Is that Slime Game HD?


>>73544968
NOPE
>>
File: pixeltest.png (119KB, 842x708px)
pixeltest.png
119KB, 842x708px
>>73545789
just monstergirls in-general, probably.
>>
File: weirdestboner.gif (896KB, 500x297px)
weirdestboner.gif
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>>73545897
Damn
Got a blog or something
You better not drop this
>>
File: Random dungeon.png (9KB, 500x500px)
Random dungeon.png
9KB, 500x500px
Finally getting somewhere with my random-dungeon-without-corridors algorithm.

Looks like shit but should function quite fine I guess.

Red squares are edges of rooms (but still walkable. Walls will be in between the reds of two rooms. Green squares are doors.
>>
>>73546792
>doors that are literally stuck inside walls
>"should function quite fine"
what
>>
>>73548423
>Red squares are edges of rooms (but still walkable...
>>
upgraded the tmx parser, using map from the STL and a self made enum template that looks up an enum based on a sting and returns its value

its still a fucking chore to fill the enums and look up tables but at least I only have to do it once
>>
>>73546792
>Red squares are edges of rooms (but still walkable. Walls will be in between the reds of two rooms.
Is this just an artifact of your display method, or do you generate the square colors first and then figure out where the walls are by placing them in between two red squares?
>>
>>73548423
Yeah, pretty much what >>73548823 quoted for you.

Walls aren't that thick so won't take the space of a whole tile.
>>
>>73543318
Nothing, that guy's just used to 2008/2010 and can't adapt.
>>
>>73549117
It's the display method. Rooms are generated with parts of a random BSP tree, then an adjecent room is taken, a door is placed in between and so on.
>>
Keep on making games guys. I love you
>>
>>73548859

>scrot

what distro nigga?
>>
>>73549694
stop shitposting
>>
>>73549694
i only get like 3 replies per post but ror guy get like 5 or 6 kill me now :(
>>
>>73549694
i wanna watch wsop 2014 poker do you know where i can watch it?
>>
>>73549789


debian
>>
>>73543897
>ugly
Just use the classic or dark theme and it looks exactly the same as it always did. Kids these days don't know how to change settings.
>>
this just in! Unity free can look decent
>>
>>73550361
We all knew that, dickwipe.
>>
>>73550361
>ceiling
>>
>>73550551
>wii assets
guess I should have posted that info..
>>
>>73550092
still has the stupid metro UI
>>
If this post ends with 0, I will stop being a freetard, reinstall Windows, and use Unity.
>>
Can someone explain what vapourware is? I've always used the term for software that isn't likely to ever be released.
>>
>>73551240

WELP

HAVE FUN
>>
File: boogeyman.png (986KB, 1151x857px)
boogeyman.png
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I found the boogeyman in my terrain generation.
>>
>>73550361
>picture is 80% solid black

S-see guys... U-unity isn't so bad a-after all. R-right?!?!?!
>>
>>73551330
That's exactly what it is. Vaporware is software/hardware that is "in development" with no intention of ever being released.
>>
>>73551502
You're getting vaporwaRe and vaporwaVe mixed up, anon.
>>
>>73551458
>that
>80%
>genuinely not knowing how percentages work
>not being able to see a full color spectrum
Get a new monitor, scrub.
>>
If it was possible to get through an entire playthrough of an rpg without once entering combat, and only using dialogue, solving puzzles, and exploring for ways around direct confrontation, would you take it?

Not is it a good idea to make it possible, but, how many people would actually utilize something like that if they realized it was possible?
>>
>>73551660
No, I'm not. Vaporwave is music, and vaporware is lies.
>>
>>73551660
Ah I'm a dumbass my brain corrected it to vapourware when I read it. Question still stands as I have even less idea what that is
>>
>>73551458
lifted ambient light 25 units. happy now?
>>
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pits and stuff.webm
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added literally 3 lines of code to handle bottomless pits, finally

got some new art for an information terminal which will give me the impetus to create a dialogue system after all this time
>>
>>73551765
That's called a 'pacifist run'. A lot of the classic PC games that crpgfags love let you do just that. Fallout 1, Deus Ex (the original), Thief (iirc), a few more I'm sure I'm forgetting.
>>
File: no phd needed.png (337KB, 1585x900px)
no phd needed.png
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http://waldobronchart.github.io/ShortcutMapper/#Blender

srsly why is this not in Blender in some form or another?
(or is it? i'm new to modeling)
>>
File: background.webm (210KB, 640x480px)
background.webm
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An anon from the last thread asked me to reenable backgrounds so he could better judge how fast you move, so I reenabled the parallaxing backgrounds and dropped in a, um... well, I'm sure you can tell! Here you go, dude!
>>
>>73551240
Congrats, man.
>>
>>73552073
I was just joking, anon. I use Unity myself. In all seriousness, that does look pretty good and way better than the average Unity game.
>>
>>73552106
I know what it is.
I was just curious as to how many people would actually be interested in using it, or if the novelty of it being possible is enough.
>>
>>73552079
>screen shake
dropped
>>
>>73552220
looks good amigo
>>
>>73552315
Hard to put numbers on it, but I'd wager a good number of gamers would at least appreciate the possibility. I think the original Deus Ex is one of the best PC games ever made, and its openness is a big reason why.
>>
>>73552339
but they told me it was the easiest way to juice

THEY TOLD ME TO
>>
If you had to choose between one of these, which would it be?

1. Instant mastery of game dev
2. Eternal love from a (sentient) soulmate
3. Both, but every game you work on is cursed to flop
>>
>>73552445
>replying to shitposters
>>
Friendly reminder to not reply to bait
>>
>>73552445
>actually replying to shitposters
>>
>>73552645
4. no more shitposting
>>
>>73548859

What are you using for development?
>>
>>73552220
Looking pretty good, m8.
>>
>>73552562
The hackiest way to present your game as something it isn't.
I mean, I don't mind the screenshake used with world-shattering events, but when every fucking attack makes the camera to spazz out it's kinda looses its impact and just becomes an annoyance that doesn't let you see clearly..
>>
>>73552864
really stup replying to bait & shitpsotsts
>>
>>73552220
fuck off
>>
>>73552562

THEY LIED

SCREENSHAKE IS FOR PLEBS AND HACKS
>>
>>73552645
Can I just instantly learn to music please
This shit is infuriating
>>
>>73552746

C++ and opengl
>>
>>73552982
>>73552962
>>73552740
>>73552669
Why are you bullying remakedev?
>>
if your screen as moving at all your not apping your game correctly
>>
>>73553326
Why are you taking the bait
>>
>>73553308

I mean what are you developing in. On Debian.
>>
>>73552645
2.
>>
https://www.youtube.com/watch?v=xzpndHtdl9A

never forget
>>
>>73553326
remakedev pls go
>>>/steamchat/
>>
Hbox ;_;7
>>
>>73552073
this is just textures, normals and basic light model. Surely this scene would look good in any engine.
>>
>>73543073
THEEEEEE REAPERS MAN SENDDDDD IN THER REEEAAAAPERS
>>
File: Canceling.webm (2MB, 1136x898px)
Canceling.webm
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Today's progress report:

1) tried refactoring the charging texture, still don't like it. Thinking of going another way, replacing the rotating cylinder with a static mesh of the blade, made transparent except for glowlines, which grows (as a sort of aura) with each charge state. Not sure how well it fits with the aesthetic, gonna give it a shot and see though. Also considering redoing the charge logic slightly (replacing looping charge states with a more simple timer mechanism).

2) The interrupt special logic works; now pressing B will begin charging the baseball swing (and releasing it will fire the swing) IF you do it by itself. If you press B while engaged in the ground combo the combo will be interrupted with a launcher that carries you (and the enemy) into the air, where you can continue with an air combo. The same logic will be extended in reverse (the air special functions differently depending on whether you're still in the combo) though it will be simpler because I won't have to find a way to get the state machine to recognize your change in state (as it stands I had a problem getting the machine to leap from ground combo to an aerial state with no jump or fall intermediary while still working properly).

3) dodge interrupts are now a bit better, in that you can melee out of a dodge landing as well as jump (though still not walk, but that's by design) and your direction is properly accounted for during this change.

Immediate to-do list is to add an auto-cancel phase to the dodge so that if you do it in air/off an edge you can cancel out of it with a double jump / melee attack without waiting to be grounded, and to refactor the charging logic (probably).
>>
after like 15 minutes of really boring manual animation the arm mount point matches up with the running and sliding animation, so no more weird bouncing around
>>
I want to release certain progress updates but I'm self-conscious about associations with various troll posts I've made in the past. Supposedly only moot himself can view things like my IP address, but there have been a number of controversies over how much access mods have to user data. Not sure if posting history is one of them.

I openly acknowledge that it's a stupid concern, but it's one that kind of nips at the back of my head sometimes.
>>
>>73555948

dash needs to look dashier
>>
>>73556040
good

all shitposters should kill themselves

btw you can easily identify someone by going to any of the several permanent archives and matching things like image hashes, any shitty posts you made will literally be tied to you forever based on more than just your IP

so try not to slip up, faggot
>>
>>73554651
say that to the ps3 HD version
>>
>>73556284

I don't see how image hashes are much of a factor if I don't reuse the same images I used months ago.

Then again, I don't know how image hashes really work.
>>
I'm thinking about making an isometric game. one thing I'm not sure about is how to store and process the map data. is there a reason not to use a sql server implementation?
>>
>>73556040
> 2014
> Giving a fuck about what everyone thinks.

If most artists/scientists were this way, we'd still be in the fucking dark ages.

Be yourself. If that's an ass, so be it. Asses exist. Fuckers really can get over it, see: Notch.
>>
what does aggydag listen to while devving?
>>
File: background.webm (564KB, 640x480px)
background.webm
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Whoops I did a thing again

>>73552445
>>73552864
Thanks, dudes! I wonder if the guy from before saw it, though...
>>
>>73557482

I've mellowed out quite a bit since then.

I suppose I shouldn't give too much of a damn about a thing like that. You're right.
>>
>>73557818
Yeah I saw it.
And I would rather have you gone, shithead.
>>
>>73555936
That sword swinging effect is pure dynamite. How did you accomplish that if you dont mind me asking ?
>>
>>73552220
I like to imagine that the air-dash is the cyborgirl's self meta-awareness intersecting with the game-universe itself and hacking it a little to allow her to frame skip.
>>
>>73544810
I dig it
HD sprite art isn't done often enough
>>
>>73557818
i know you're probably going to JUICE it, but as it is, your sword slashes feel tiny, weak and wimpy.

i want some knockback and sending enemies flying, and massive swordstrokes, mang.
>>
>>73557818

Your game needs to slow the fuck down.

I dunno if the framerate is jumpy but it looks almost sped-up
>>
>>73557818
Still feels a bit too jerky. Camera still needs more work. Serious contrast issues with that character / background / blocks.

However, screw touching up shit. Just focus on lots more gameplay. I want to see chunks of rough progress knocked out. You can smooth, refine, and polish the end result later as you get closer. Get to work. You know what you have to do.
>>
>>73555948
more screen shake brah this games not gonna juice itself
>>
>>73557925
Rude! I don't even think you're that guy, what's your deal?

>>73558078
Brilliant! No but really, that's a cool way of looking at it, and I almost wish that were the case!

>>73558152
I knoooow, I very badly need to work on the combo stuff. I've got some cool ideas for moves, but no art skills to pull them off! Truly, this is suffering. ;_;

>>73558437
Oh? There was a guy a while back who liked how fast it was. Is it really too fast? The framerate should be stable, and I was recording with OBS...

>>73558669
>Still feels a bit too jerky. Camera still needs more work.
I know, I know! I just can't get it quite right, but I can't tell what's wrong with it well enough to fix it either! Good camera stuff is hard, man!
>Serious contrast issues with that character / background / blocks.
I'm not quite so worried about this, since it's mostly placeholders anyway. I have no eye for this whatsoever though, so I'll probably screw it up when I go to make the final assets, too...

...but I'll definitely work on more of the actual gameplay stuff, don't worry! I'll figure this all out somehow!
>>
>>73553661

yeah debian testing and emacs
>>
>>73559010
ok you got it
>>
>>73559327

I remember sword slashes in older games having ridiculously thick and large slash arcs so that they stand out more to the player. Even if it made no sense to, the slash arc would be as tall as the player character to improve visual feedback.

You could also change the colour and brightness of the slash arc when it connects to an enemy. It's a good way of providing instant visual confirmation that you're hitting.

Just some general suggestions for visual feedback.
>>
File: shump.png (58KB, 814x638px)
shump.png
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how do you make a shump look cool
>>
>>73560672
Art direction.
>>
>>73560672

A good background goes a long way.

I like seeing faded out stuff happen in the background (other dogfights, naval combat, land invasions, etc.) while all of the major action is in the foreground. If you've ever played a PS2 Ace Combat game, you probably know what sort of tone I'm thinking about.
>>
File: 103-1.gif (1019KB, 371x217px)
103-1.gif
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In this boss battle I have:
- A boss that extends its neck to hit you
- Mushrooms that send toxic spores toward you
- A fan that can blow and suck you

Does this sound overwhelming?
>>
>>73560672
https://www.youtube.com/watch?v=DYlWUSULNWY
Good music
Good level design
Good bullet patterns
>>
>>73561207

A metroid fan I see.

That sounds like a good boss. Just make sure that the parts of the level leading up to it include spores, fans, or enemies that extend from walls, or some of each. Just so the player doesn't feel completely blindsided on the first run.
>>
>>73561207

Is there a logical pattern to the spore projectiles? It feels like cheap damage unless there's a good way to avoid or deflect them.

It seemed as if some of your pistol shots stopped some of the spores, but the hitboxes are so small that I'm not sure if that's well-balanced. Also, I haven't played it so I wouldn't really know how hard it is.
>>
>they actually think I work on my game
>>
>>73561457

Forgot to add, don't miss the chance to add some buildup and theming for the boss fight. Maybe have spores coming out of fans throughout the level, making you wonder how they're getting into the ventilation system until you find it.
>>
File: 1397259700994.png (22KB, 618x631px)
1397259700994.png
22KB, 618x631px
is engine nodeving a necessary passage for every aspiring game coder?

do we all have to make that mistake?
>>
>>73561457
It's set in a tower that's been overtaken by plants, so it's not out of nowhere.
>>73561462
They have a pattern: high spore, middle, low. I think I need to spread them out more because they're a little too cramped.

And yeah, good point. I'll put a larger hitbox around the spores to destroy them but have the ones that damage you be tiny.
>>
>>73561410
That fucking parallax
>>
File: legacy handshake.gif (3MB, 283x160px)
legacy handshake.gif
3MB, 283x160px
Hanging out, taking song requests and helping out with general audio/music questions.

Hoping to do some more chip stuff, but I'll work on whatever ya' throw my way.

Soundcloud - /death-m-d
Bandcamp (really old) - http://deathmd.bandcamp.com
>>
File: WeaponTrailMap.png (15KB, 1024x1024px)
WeaponTrailMap.png
15KB, 1024x1024px
>>73557943
I get this one a lot, that's okay.

The effect is a simple trail renderer (i.e. you place two points somewhere on the mesh and every tick the engine accounts for the position of the points this frame and last frame and draws a square between them, and then does some realtime tessellation of the ensuing mesh to generate roundness). The trail renderer is fed a material with pic related texture. Then a similar thing is done with a second set of points of variable width (to let each hit have a different visible reach) and a different texture.

Because the texture in question uses the alpha channel as an opacity mask, and because opacity/transparency data is passed to the depth buffer BEFORE my outline renderer gets a hold of it, and because the cel shader neatly covers up any small lighting inconsistencies between the not-quite-flat sword blade and the absolutely-flat trail attached to it dead center, the end effect of rendering the material is to render the sword blade AND a dynamically generated fanning texture as a single uniformly-shaded object outlined as a whole.
>>
For the time being, this will be my charge effect. It's subdued to a fault, but it's much easier on the eyes than the gaudy mess I had before.

I'm still mulling over some good animation-style charging effects that would look dynamic enough to work in motion and that are possible using the particle systems available to me, but until Inspiration Strikes this will have to do.
>>
>>73562314
I think it'd look good if the tip of sword was tilted downwards a little more. It'd make it look like he's putting his full body weight into that swing.
>>
>>73562314
That's actually really nice, dude!
>>
>>73561658

I kind of see the pattern now. Didn't really see it the first time.

I don't want to tell you what specific changes to make when it comes to difficulty balance, but I think spreading them out and tweaking the hitbox are both good things to experiment with.
>>
>>73561657
I feel like I wasted months of valuable dev time essentially accomplishing nothing doing that.
>>
>>73562460
Well, the swing is modeled frame-for-frame on a baseball swing, which is why the sword begins up over the shoulder rather than simply "at the beginning of the swing".

Seeing as how the attack will induce a ragdoll-launcher effect that sends enemies flying into other enemies, that parallel is important to me.
>>
>>73562314
>homerunbat
>not glorious katana unsheathing slash
>>
>>73562790
Makes sense. Nevermind then.
>>
>>73561657
Nope. Never done it, don't feel like doing it. Ever.

If I can draw some sprites and triangles, I'm as happy as I'll ever be.
>>
File: game3.gif (787KB, 331x244px)
game3.gif
787KB, 331x244px
>low quality star particle doesn't show up in licecap unless i record under 15 fps

wow my computer is terrible. anyways i added what /agdg/ said to, freeze a few frames and bigger screen shake when hit.
>>
>>73561745
D-Deathie? Could it really be you? or have I just not paid any attention to these shitty threads lately?
If you got nothing else I could use some generic menu music. For a fantasy action-rpg
>>
>>73563086
Just use OBS
>>
>>73561207
I would like it more if they were integrated together, ie the neck guy has grabbed the fan and mushrooms are growing out of him to send the spores.
also
>blow and suck you
lewd

>>73561040
Esp if you have parallax
>>
>>73563274
I'll sync the fan's actions with the spores. I'll try to show a good connection between the mushrooms and the fan, but it might not work out.
>>
>>73562856
Somewhere down the line I have a plan for a katana / shuriken-submachine gun, but adding other weapons is at the bottom of my priority list (and it's near the bottom of of the weapon list since a sword/machine gun is pretty close to the default weapon).
>>
>>73563086
why is strong mad punching that cranberry sauce
>>
>>73563086
You need to make the hitboxes the entire length of his arm. It's weird that he can punch enemies and then it suddenly stops working once they're past his fist and nearer his body.
>>
>>73560672
Add little girls.
>>
>>73564587
thanks, i'll do that.
>>
>>73564708
>little
>>
>>73564708
> Add
> not ADD
>>
I would like some help. I made a pong clone using c++,sdl and I would like to know how to(tutorials or something) split code into multiple files to improve readability. I know it's pretty basic stuff but I really can't get my head around it.
>>
>>73565327
What specifically is giving you problems?
>>
File: 1403787804966.jpg (197KB, 745x872px)
1403787804966.jpg
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Help me identify the missing 3
>>
>>73561745
Hey thanks for helping me out on getting started with music a year ago. I'm shit, but atleast i'm improving and working on it, i guess.
>>
>>73565327
http://www.learncpp.com/cpp-tutorial/18-programs-with-multiple-files/
>>
>>73565409
I can't figure out how the header files work and what I should put in each one.
>>
>>73565660
switch love2d with libgdx and we're good
>>
File: 1404549443218.png (205KB, 752x886px)
1404549443218.png
205KB, 752x886px
>Good Tier
pic related list

>NoDev Tier
>>73565660 this shitpost of a list
>>
>>73565660
Put LibGDX in java tier below shit and we're good
>>
>>73565660
game maker, construct 2 , I don't know, flixel
>>
>>73565660
game maker studio
construct 2
haxe
>>
>>73565786

Perfect thanks. Next time I suppose I should split the code into multiple files as I write a game and not after I complete it.
>>
Anyone have any advanced game programming guides? I'm fine with general programming but I don't understand how I should structure everything.
>>
NewDev here. I'm a very visual person and I learn by doing, are there any good video to watch step by step how to make a first person game in unity? A lot of what I'm finding on youtube assume you already have some familiarity with the program of which I have very very little.
>>
>>73566217
You can use a top down approach. It's called "waterfall" look that up.

Or you can use a test driven approarch. It's called "agile" look that up.

Or you can use an emergent approach. It's called bottom up design. So far only nature has mastered this, the moronic humans are completely clueless.
>>
>>73566253

The head programmer of Wolfire personally recommended this.

http://www.instructables.com/id/Intro-to-Unity/
>>
>>73566253
Objectively the best way to learn this stuff is read it, then apply it, as in with your hands.
>>
>>73566253
These aren't videos, but maybe they'll help you anyway, i didn't really follow along but i learned a thing or two by skimming through it:
http://forum.unity3d.com/threads/unity-lesson-1-draft.103421/
>>
reminder to add these to your filter, makes agdg slightly more tolerable

/maren/i
/charlotte/i
/cunny/i
/slick/i
/DaCo/i
/daco/i
/Slick/i
/Charlotte/i
/Maren/i
/a shit/i
/bait/i

for images:

/sZ5CoGhkLgvVbuEhYQy9rA==/
/J9UqfMcSBxP1Hu4ivM6Pcw==/
/LIfdX9/dJucsjBKuSRCurw==/
/7zlpZB6Z0akJVpVWZl5Mwg==/
/lzGV/cyzSFHJk+aN9bBGQg==/
/AfkXtPr1ULr6IxKgK8UNgQ==/
/3OhW3tnTZjKVGJV/cM0GRg==/
/DVJG1bVK5DhUa7FOCeG4YA==/
/GBvSjlZ+WyEzaB16sQwKuA==/
/BeVzyBajVWRTfZ5P/vDSyg==/
>>
File: 1.png (10KB, 463x245px)
1.png
10KB, 463x245px
Who do we have now?
>>
>>73566859

I honestly don't understand where all this nonsense about "slick cunny" came from. It's a lewd and offensive phrase that personally disgusts me, but so do engine devs and I don't treat them with this much hostility.
>>
With so many guides/tutorials out there for Game Maker (which is great in it's own right, having all those resources at your disposal), is there any specific ones that stand out that AGDG would recommend? I just don't want to get started on something that could be viewed as "a bad start".
>>
>>73566647
A number of FOSS projects essentially operate emergently. The thing is, emergent development is not good for reaching an end-game decided in advance, since you never know where happy accidents will take you if you decide to run with them and explore things dynamically.
>>
>>73566842
I'd like to add that i think the best way to learn how to make games (or maybe anything) is by setting goals for yourself and solving the problems you encounter along the way, it's also the most fun imo. Like, say you want to make a platformer, then you might start with setting up a tile collision system and you could google how to do that.
>>
>>73567136

I personally enjoyed Derek Yu's tutorial. Unfortunately, he never finished it.

http://forums.tigsource.com/index.php?topic=3251.0

I think there are 4 parts total.
>>
>>73567136
i like this one
http://nehe.gamedev.net/tutorial/creating_an_opengl_window_(win32)/13001/
>>
>Spent all day banging my head against a wall trying to make a constructor because I feel manually inputting everything would produce gross looking spaghetti code
>Make no progress
>Waste hours and realize the premise was flawed
>Manually inputting could have been done several times by now

The lesson is to make it work first, then worry about how clean it looks after, I think.
>>
>>73560672
The problem with your sprites is that they don't change hue in their colour ramps enough (I looked at your colors, they may as well not change hue at all), they only change brightness. And you've only got 3 shades for everything (white included).

If you can upgrade to 4 shades, I can promise you can make your game look 100x better.
>>
>>73567656

There's a difference between common sense and premature optimization.

Now you know. And knowing is half the battle.
>>
Are there any engines like Unity (an example, don't take it too literally) that work on a Linux distro? Or am I going to have to make my engine from scratch? I want to make a 3D game and everything I see is just 2D.
>>
File: Spaghetti.png (589KB, 1554x634px)
Spaghetti.png
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>>73567656
>gross looking spaghetti code
I know that feel anon.

literally
>>
>>73568495
grody
>>
>>73567136
I started out by copying and pasting each line of code from the help file instead of typing anything. Always had that help file open. From the beginning once you deal with each GML line enough you memorize them.

If you can understand how objects and sprites link together, place them in a room, understand how the Create and Step events work then you can just spend the rest of the time in the help file grabbing lines of code.

For questions just type into google:
site:gmc.yoyogames.com my question here
Which will find you the answers to almost anything GML related.
>>
>>73568495
at least dev
>>
>>73566795
>>73566842
Thank you kind anon's
>>
>>73568495
As long as it works. Make game, then clean up after
>>
>>73568704
It doesn't help that UE currently uses shitty visual design choices for blueprints.

e.g. The event tick can only be called once per BP, which means if you need something to happen every tick, it has to shoot all over the BP to every place where that has to happen.

Ditto for things like opening or closing certain gates based on the output of seemingly unrelated sub-sections of the code.

Hopefully 4.3 fixes this somewhat with reroute nodes (which let you bring two execution strings together at a node and send a single wire out, and also let you add nodes to a wire to shape how it visually moves across the BP, something other visual scripting stuff has done since forever.)

What it really needs are event teleports, though; just a way to send an execution path or variable into a hole that pops out somewhere else on the BP without dragging a spiderweb of colored lines every goddamn which way.

Though it doesn't help that my code is full of shitty inelegant flow, but still.
>>
Is that guy who was talking about making an alien abduction game lurking? Want help?
>>
>>73565660
Stop trying to push this shit
>>
/r/ing info on agdg games "Bolt" and "Stupid FPS(prototypte name"
>>
>>73568495
>make entire game in blueprint
>want to change engine one day
>realize you're entire game is stuck in blueprint and changing from unreal engine is impossible

I'm glad I always think ahead about these things.
>>
>>73568495
>visual scripting
I still have PTSD from CryEngine's flowgraph nodes.
>>
>>73568495
Is that UE 3 or 4?
>>
What happened with the Blockhead developer ?
>>
>>73570290
He went home
>>
Tell me about your games, AGDG.
>>
>>73570336

What does that mean ?
>>
>>73570290
He's sleeping right now. He usually hangs around steam chat. I don't know what he's working on right now.
>>
>>73570392
My game is my life. It WILL BE an e-sport.
>>
>>73570442

Oh ok. Didn't he have a devblog ? Please share the link
>>
>>73570603
http://blog.thedukeofzill.com/
https://twitter.com/thedukeofzill
>>
>>73568169
there's Ogre3D + Bullet + cAudio + Ogitor + Raknet + Lua

the most Unity-like engine is the Blender Game Engine though:
https://www.youtube.com/watch?v=pc9JWYuUa2o
>>
>>73570392

I should have a demo in a few months if my mind and body don't bottom out by then.
>>
>>73570392
I've been pushing for a Recap Monday entry for the past month
>>
>>73570872
whats ogitor?
>>
>>73543073
Will you be the next limbo?
>>
what games has /v/ made recently? did they finish that broquest thing?
>>
>>73567656
i would say one of the most gratifying things is after finally getting rid of all the bugs and the thing finally working is that then i can go through and delete all the crappy commented out code that didn't work. which leaves behind the pure working code.
>>
>>73570392
I could've done it in a week, but I work on it over a month already.
>>
>>73570000
UE4.

>>73569987
The game relies so heavily on Unreal-specific constructs in terms of the way the player control/animation logic is designed, porting it to a new engine would mean starting from scratch anyway. And that would be true of ANY engine as none of them handle complex animation overriding and blending in even remotely similar ways. So no big loss.
>>
>>73571286
Yandere simulator game.
>>
>>73569331
>which let you bring two execution strings together at a node and send a single wire out
Oh joy, they'll have allowed NAND gates to exist! Finally they'll be able to do BASIC FUCKING COMPUTATION.

Fuck no, bluprints are horrid. Learn to write a damn shader, you'll waste less time.
>>
>>73570872

Are they any good? Would anyone recommend them?
>>
>>73568495
You probable refactor that shit...
>>
>>73570392
i'll never finish it
>>
>>73571914
I mean you should probably*

I think there is some way to make blueprint functions you can call.
>>
I have a 7 hour train trip. What book can I read while on board so I can be a better gamedev ? I mostly work using sdl. I have Masters Of Doom into my list but I would like something more into technology,programming , game developing.
>>
>>73571830
Pretty much. I mean you can do the same thing functionally by feeding two execution strings to a single input but it looks shitty to not have them conjoined earlier on.

Speaking of NAND gates, UE4 needs some decent fucking boolean operators to, I'm sick of cobbling together logic states out of this OR NOT-that.
>>
File: project_top_hat.png (15KB, 396x599px)
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>>73570392
I'm doing some Unity tutorials right now but I've decided on making a Hat Simulator, which is actually really just a 2d fighter with hats being the weapon called Project: Top Hat.
>>
>>73572106
It wouldn't help.

The problem is I have a sea of boolean operators for things like double-jumping conditions that need to be set and reset differently based on different circumstances (for example, I need to be able to end combos when landing after an aerial melee but not when launched into the air by a ground melee) so calling the same chunk of code at multiple locations wouldn't work.

And, as I said, the nature of events is you can't duplicate them, which means that if the event tick has something to do with three different sets of values, it HAS to go all over the place. I can't clean it up by calling it multiple times (something I COULD do with other vars, like how I call the pawn owner once and send it flying out across the whole damn BP instead of calling it multiple times nearer the places it's needed)

I think tomorrow my first project needs to be one of clean-up, actually, just organizing all my assets into folders, deleting unused data, and restructuring my BPs to be more readable.
>>
>>73572269
Idea: Make a fedora the Dan Hibiki of the game.
>>
File: 1404784054552.jpg (178KB, 500x900px)
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>>73569994

Oh god damn it you had to remind me
>>
>>73572537
Dude. EPIC meme idea.
>>
i'm not in it for the money i'm in it for the memes
>>
>>73572759
Well fuck you too.
>>
>>73572938
This is agdg, he's probably 100% serious.
>>
When Big Larry came 'round just to put him down,
Spongebob turned into a clown
>>
>>73570392
I invented a new CPU architecture, assembly language, and operating system design. Pretty soon I'll begin working on the engine.
>>
>>73573321
You forgot your high level language
>>
I don't know what else to do, but my game doesn't seem finished. What do?
>>
>>73573645
Publish and make the rest DLC
>>
File: AGDos-02.webm (591KB, 1440x832px)
AGDos-02.webm
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>>73573574
That's what I'm working on now, but the OS needs to be in place before high level code can compile -- Need a file system for include / imports to work.
>>
>>73573574
>high level language
i am the code
>>
File: hangover kenzi.gif (3MB, 434x160px)
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>>73563118
I just came back last thread.
Wasn't sure if you were wanting something more western or eastern, so I took the game of thrones route and used heavy sub drums and power strings instead of solo violins and pianos, running under the assuming you wanted something for a wRPG.

https://dl.dropboxusercontent.com/u/18338470/rpg_menu.mp3

I've been doing so much chip stuff that I need to get used to using other software again. If you wanted something that'd be more appropriate for a jRPG, or if you just flat out don't like it, let me know. I'm pretty drowsy, so there's always the chance I'll re-listen to it in the morning and think it's garbage. It's also a little on the short side, I didn't know how long you wanted it. Let me know if it's too short or if you want it to be loop-able.

>>73565720
I'm really surprised that so many people are still here. And it's really cool to know that I was able to help you out in some way.
>>
does this remind u of anything

http://vocaroo.com/i/s0mKPzg3X26h
>>
>>73570392
My major inspiration is CoC right now. It feels like a good first game, having fun with it.
>>
>>73572537
I have the fedora among others planned such as:

Top Hat
Bowler
Yushka
Cowboy
Panama
Beanie
Hard Hat
Viking Helmet
Sombrero
Beret
and many others.
>>
After a week of nodev FTL is way more addictive than it has any right to be I want to get back to working on this project.

I added a simple space dust effect that is significantly more efficient than my previous implementations. I don't think it's terribly good and it's pretty subtle at the moment but it'll do for now. I'm finding space dust surprisingly difficult to do right. I can't think of any easy ways to do it without writing a lot of my own stuff.

The real change though, was that I changed bullets so that they inherit the firing ship's velocity. It's a very minor change but it feels so much better and intuitive. Maybe it's because I'll never get Tribes out of my system, but I had a lot of trouble aiming at targets while sliding sideways because I naturally account for my own motion when leading targets.

It's a pretty trivial change to make, but the reason I was holding off on doing this was because I would need to redo the lead markers to take this into account. I had a lot of trouble doing this the last time I tried, and this time was no different. There's a lot of very subtle and tiny things you have to take into account when predicting this as accurately as possible.

After some work I've got the accuracy down to about as good as it was before, maybe very slightly less. To test this I've been using the point defense turrets because they have the most difficult and precise job. They need to shoot down tiny missiles with high relative velocities all from a moving platform. It's... good enough for now I suppose, but I'll probably revisit this at some time.
>>
>>73574369
That doesn't look half bad anon, apart from the ship interior texture res, but I'm guessing that's a placeholder
>>
>>73574369
Will there be beam weapons? Please tell me there will be beam weapons.
>>
>>73574369
Shit nigga, you better not drop this. I'll hunt you down if you do. I wish I could into 3d so that I could help you with your sphess ship models.
>>
>>73574369
its like a 3d version of starvoid?
i love star void so i probably going yo love it too
>>
File: Tunnel.jpg (524KB, 1936x1216px)
Tunnel.jpg
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Progress. Got started on something that looks like it would connect to a main sewer line. Will probably extend the tunnel down there to a darker area, eventually pointing down and flooding.

I've yet to figure out how to make decent-looking water in Unity, though.

As always, critique welcomed.
>>
Any good tutorials on 3d modeling? I want to try my hand at making a 3d game for my next project, but every blender tutorial out there seems to have been made in 2009
>>
>>73575140
>I've yet to figure out how to make decent-looking water in Unity, though.
I don't think that's possible with the free version.
>>
>>73575140
Looking much better than when you started. Adding an edge where the walls meet the ground would look good, and maybe some different colours other than yellow
>>
>>73575249
>every blender tutorial out there seems to have been made in 2009
It's not like the info gets outdated unless it's about the program itself. The techniques of 3d modeling are still the same. You won't be doing any sculpting as a beginner anyway.
>>
What tier is the HL2 engine at?
>>
>>73575140
What kind of game is this going to be?
>>
File: finallydeving.jpg (377KB, 1920x985px)
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So I'm doing just a tutorial but I'm so happy to finally be deving and having something to show for it. Thanks to >>73566795 for the tutorial which I'm working on right now.
>>
>>73575494
Source engine is fucking horrible to work with and it's also quite outdated. The good thing about it that it can run on a toaster from the 1950s.
>>
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>>73574785
All the models are placeholder so I have something cool to look at while working on this. It also helps me to solidify a model workflow for the future whenever I get far enough that making my own models because a problem. The current models from Freespace 2 Source Code Project MediaVPs. I still can't believe so many people don't recognize them.

>>73574790
It's something I've definitely thought about and have a few ideas on how to do them but there's no pressing need for them at the moment. It could be a fun distraction though.

>>73574847
Like I mentioned above, models are a big concern of mine, but it's a very long term concern. If I get to the point where needing to make custom models are my biggest problem, I'll be in a very good place. I'm a competent modeler and texture artist (it's part of my day job after all), I'm TERRIBLE with designing my own models.

>>73575057
I'm trying to Google this and all I keep finding is a 3D RTS, so I'm not sure if that's the game you're thinking of.
>>
>>73575761
startsector not star void
i aways get then confused
https://www.youtube.com/watch?v=isOy9C590rc
>>
So after a long brainstorming period I`ve started to solidify mechanics for my game, but the only worry I have is that it`s going to be played with a text parser, and I`m afraid it`s going to limit the audience. I know that Interactive Fiction is considered niche, but will people actually play my game? Would you play a game with a parser?
>>
>>73575938
Is that starfarer renamed?
>>
File: tiles.gif (34KB, 294x233px)
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This shit was way harder to implement in unity than it should have to be. That is, highlighting a tile based on your mouse loc. Getting the proper coords and shit through the mouse is easy but it was a fucking chore to get a shader project a simple square at a certain size.
>>
>>73552220
camera movement seems a bit wonky?
or is it because of the webm?
like when she lands

>>73568495
just add some more spacing between the nodes and between the commented areas ffs
the area to make the graphs is infinite, fuck you
>>
>>73576120
>starfarer
probably
when i started playing it was StarSector already
>>
>>73569331
for the tick problem, you can make custom events that trigger when the tick triggers
or you know, put things together inside those blueprint functions and call one after another
btw, one after another could mean using the "sequence" node
you're welcome
>>
File: Tunnel 2.jpg (416KB, 1936x1216px)
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>>73575269
I'm planning to get Pro eventually, but no idea when.

>>73575347
Thanks. What do you mean by "edge"? Also, I don't know what other colors to add, or how - yellow fire gives off yellow light, which colors everything in the room(s).

>>73575512
RPG, hopefully open-world if all goes well. I'm fleshing out a sewer level so I have a test area for AI, weapons, and other stuff I can't think of right now. Kind of like coc testinghall in Oblivion, but I'll make a proper test area later at some point.

>>73575735
I'd beg to differ. Define "horrible" - which part specifically? I quite like the Hammer editor; I honestly prefer it a bit over Unity's but that might just be because I've been working with it for a long time.
>>
>>73576298
Different materials reflect different kinds of light. Like he said, it's too yellow but I'm not artist enough to help you how to fix it.

>>73575761
>I'm TERRIBLE with designing my own models.
If it comes to that, you could always try a kikestarter with placeholder models and get money to commission concept art and illustrations that you make into 3d yourself.
>>
File: cutesquarescreen.png (5KB, 637x478px)
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Does for some reason this wall tile give you a head ache? I don't know if I already had a head ache before or if it actually does.
>>
>that post-fap dev energy
>>
>>73576912
>that post-forgot-to-save-in-df energy
>>
File: DSCN1946.jpg (6KB, 300x225px)
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>>73576298
Make the lights closer to white, that'll allow the colour of the textures to show more.
Having something to differentiate between the wall and floor when they join will make it look a lot better. Pic related (kinda small, but you get the idea)
>>
>>73577006
Is it your workstation?
>>
>>73577150
Of course I don't work in the bath anon, that's from google images
I work on the toilet
>>
>ever fapping at all
>not letting your testosterone fill up to the point of wanting to punch a hole in the wall and using that rage to dev
>>
>>73577382
B-but what if I'm a girl?
>>
>>73577382
If I did that I would probably end up throwing my monitor at the wall
>>
>>73577150
P-post your workstations - go?
>>
>>73577529
You aren't.
>>
>>73577815
How do you know?
>>
>>73577382
>tfw u start injecting test to dev but your fingers get so bulky that you can't type anymore
>>
>>73577856
Because you're still here.
>>
>>73566957
I wrote that. Why'd you screencap it?
>>
>>73578045
Oh right, sorry, I forgot you're sex-deprived.
>>
>>73573784
>Tiny archer's tall bro
>>
dont talk about sex while I'm trying to dev
>>
>>73578241
Let's talk about sex, baby.

Let's talk about you and me.
>>
>>73578104
I found it in the old dropbox.
>>
>>73571205
Who the fuck is limbo?
>>
>>73578480
>the old dropbox
;_;
>>
>>73573907
Dunno if you're still around, but just wanted to let you know how gdlk you are. thanks brother. I really like your stuff, and not that I'd be able to right away, but would you be interested in doing an ost? Roughly how much would you charge for it?
>>
>>73575735
I'm working with a toaster so that's fine with me. How flexible is it as far as scripting?
>>
File: 1401751470817.jpg (149KB, 1159x1034px)
1401751470817.jpg
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>all this sex talk
>>
>>73577006
Alright, I'll do that, then. Thanks for the tip.
>>
>>73577382
That's what I'm doing right now since my orgasms lately have been shit. No other choice
>>
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>>73576120
Huh, I've never heard of that before. Looks really neat though and has a great feel to it. The wide variety of weapons, turrets, and cool looking point defense are very similar to what I want to have.

I'm not making a strategy game. It's still a first person space sim, but I do want the player to be able to give rudimentary orders to the ships on the field. It'll probably be through some kind of simplified and contextual Battlezone-like thing. That's way down the line and there's a lot of AI work that needs to happen before they'll be smart enough to take orders.
>>
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>>73578721
>would you be interested in doing an ost?
Depends on the amount of tracks, total audio minutes, and what genre/game it's for.

>Roughly how much would you charge for it?
Nothing if it's for non-commercial purposes. Otherwise, I'm usually really flexible with rates. Right now, I'm not really working on commissioned work because of school, but if it's something that can be completed in a month or so, I'd be up for it. I usually do about $30 an audio minute or $50 a song, but I know a lot of devs here have nomoney. That's just what I usually charge when working on ios/android games or something.
>>
>>73575971
I would, but then again, I'm an oldfag.
>>
>>73579415
>deathie is alive
What the fuck
When
>>
>>73579415
>$50 a song
Dude what? Not him, but if I was further along in development I'd be willing to hire you no problem. That's cheap as fuck
>>
>>73579975
I was pretty surprised to see him (and his impeccable taste in waifus) myself. Are there any other oldfags we thought were dead out there? If you're reading this, pls respond.
>>
>tfw you'll never have a project so far along that you could ask a musicbro for tunes
>>
>>73580729
I wish prototypes were profitable.
>>
>>73580805
http://store.steampowered.com/genre/Early%20Access/?snr=1_earlyaccess_4__12

:^)
>>
>>73580729
One day musicbros will ask me for the right to make music for my game
>>
>>73575971
If your mechanics are solid and allow you to do cool things there's a fairly big niche that would play it.

It's going to garner widespread appeal, maybe something like what Dwarf Fortress has as an upper limit.
>>
>>73575971
Only if it had an unbelievably good story in a totally original setting
>>
>>73581059

>one day my game will be an e-sport
>>
>>73581340

Well you type things in and receive output like Interactive Fiction, but I'm planning on changing the structure to have multiple ways to solve puzzles a la Deus Ex, and to focus on simpler puzzles that require more logical thinking rather than the abstract thinking you usually need in adventure games. I'm also planning to write the story from a third person perspective, where the player takes on the role of the protagonists conscience, which I think will solve some common issues with both IF and game narrative in general. I don't have a story or setting yet but I'm leaning either towards Western or Film Noire.
>>
I want to build a game that uses similar view perspectives as:
Recettear
Animal Crossing
Harvest Moon

similar art style as well, kinda a mesh of them all. (that wanky short anime style).

I've been learning/fiddling with Unity and have been thinking of getting started.

My Question:
>Should I continue to dev with Unity or does Unity have too much overhead for what I'm looking for and starting from scratch would be a better option?

Right now I'm most familiar with Java. It was easier to get into at the time and I'm just want to start hammering something out.

Optimally I'd like to do it C++ just because i know it's a better language. But feel it's still well above my abilities. C++ scares me.
>>
I'm translating my game name to nipponese so webs will want to buy it.
Is this a good idea?
>>
>>73582064
You're really proficient at moon? Well, why not? Is it an anime style game?
>>
>>73582064
It warks for vaporwave.
>>
>>73582064
only if it has waifus
>>
>>73582219
...or it gets the hose!
>>
>>73582064
>>73582178
Deja vu
>>
>>73582178
It's kinda based off megaman, but I'm aiming to add a whole bunch of features. I can't into any art though, so I'd need to make a kikestarter or something for that.
>>
>>73582053
Unity will be perfect for what you want, if you actually want to finish it
>>
>>73576909
Nope! Lookin' good!
>>
It's kind of shitty that these house captchas give me ideas for the vaporwave jam.

In the future, you won't just betray your fellow man by helping the machines find their home address. You'll identify crimes and other minute infractions in short video clips from the ubiquitous surveillance cams.
>>
File: k4755952.jpg (6KB, 170x137px)
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Hello guys. Does anybody here have ideas which I can steal for my own game? Or does anybody here need a programmer?
>>
>>73584630
the future's going to be so cool

>watch a man accidentally glance at a woman in public after 7PM on your monitor at the ministry of social justice
>pilot a drone towards the scene right away from the comfort of your air conditioned office
>tase and arrest him with a few clicks of a button
>gulp down your celebratory nigger cum shot with a smile on your face, knowing you've done a good job
>go home and tell your muslim husband the news
>he pounds your boipussy for hours in congratulations while his 4 other boyfriends watch jealously
>>
>>73582053
I need to know what happened in this picture.
>>
>>73578904
maren edit when
>>
File: 1403115179453.jpg (78KB, 788x767px)
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>>73585096
>gulp down your celebratory nigger cum shot
>tell your muslim husband
>he pounds your boipussy for hours in congratulations while his 4 other boyfriends watch jealously
What kind of sick homosexual imagination do you have to have to be able to just come up with this shit?
Do you spend all day thinking about this shit and writing it down or something or does it just come naturally to you?
>>
File: pit.jpg (227KB, 974x639px)
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I made a toy to ride the wave of a Tumblr fad.

http://plokdev.itch.io/dashcon-simulator-2014
>>
>>73585979
This happens regularly in /pol/.
>>
>>73585979
i'm straight but i identify as a trans-transexual bi-racial parakeet

so yeah, it's all natty
>>
>>73585979
>being creative is against the law
>relationships with human beings are frowned upon because human beings are creative
>robots have higher social status and dating them is like dating rich men today
>after work you go back home to your robot husbando and he grinds you non stop in the most logical way possible while his robot friends are watching wirelessly
>drink his banana flavored oil
>it tastes like banana
>>
>>73586051
So what you're saying is /pol/ is full of autistic homosexuals projecting their own gay interracial fantasies?
It all makes sense now!
>>
File: portal.gif (3MB, 460x247px)
portal.gif
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still need to add some more assets but, supposedly this is a portal
>>
fuck shit

why am I so bad at my own game?
>>
>>73586634
>making the sword short as fuck
>>
>>73586782
it's obviously supposed to be a shiv
and the health potions are prison wine
>>
>>73586782
is a broken sword.
You'll get a better one soon.
>>
> Syntax error: test.agd: 35: Invalid instruction alignment.
Eat your heart out, Python.

> Runtime error: Failed root privilege check.
Rise up prologtariat! Defeat the system of bourgeois kernels!
>>
>>73586595
Looks nice. I'm glad you're not ded.
>>
>>73586595
Speed that shit up.

And portals like that only work for characters with little red tasseled hats.
>>
>>73585994
>The developer has not uploaded a game yet...
>>
File: despair.png (26KB, 197x197px)
despair.png
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>>73586595
>>
>>73586595
Is it windy in there, or does MC fap constantly under his tunic?
>>
>>73587574

itch.io gets like that whenever I upload a new version of a game. I just wanted to fix some collision bugs. Should be good to go now.
>>
>>73585994
>a Tumblr fad.
eeeeeeeh?!
>>
>tried game jam before
>say yeah I will definitely do this
>quickly lose motivation
>cant make progress on anything that isn't my dream game
>>
Thought i would share

https://content.wuala.com/contents/Kjulo/Download%20Folder/WAKE%20UP.exe/?dl=1

I had to make a stealth game in under 48 hours for a competition, so here you go aggydaggy.
>>
>>73587621
> not fapping constantly under your tunic.
https://www.youtube.com/watch?v=I0x3wyM4KyI
>>
>>73587825
>exe
>>
File: mah48hour.png (491KB, 800x800px)
mah48hour.png
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>>73587825
>>73587931
I forgot a screenshot
>>
>>73587990
please post source so i can self compile
>>
>>73585048
http://videogamena.me/

http://orteil.dashnet.org/gamegen
(be sure to disable sanity)
>>
>>73587727

http://www.escapistmagazine.com/news/view/136108-Tumblr-Convention-Disaster-Unfolds-at-Illinois-DashCon

>Meanwhile, as the fundraiser debacle was unfolding, there were reports (and scattered video record) of confused/upset attendees having turned their ire on the hotel and its staff... by "protest-singing" songs from Les Miserables, flashing "Homestuck gang-signs" and throwing up the Mockingjay Salute from The Hunger Games.
>>
>>73588039
> please post source so i can self compile

> 2014
> not having your own source
underage b& robot.
>>
>>73588642
Please human, it's taken you millions of years to even work out that you have DNA
>>
>>73588778
Yeah, and recompiling it takes two parties, but it's more fun.
>>
>>73588215

> Tactical Animal Spree
> A puzzle game where you blow up food and you gradually become beautiful.
>>
>>73585048
I'm writing a design document for what amounts to a rape MMO.
>>
>>73589447
A rape mmo would be pretty fun, but way too niche.
>>
>>73589712
but there are a LOT of black people
>>
>>73586634
good shit
>>
>>73589937
I'm actually black. Is that why I think it would be fun?
>>
>>73590003
Without a doubt. You are genetically predisposed to rape.
>>
>>73575249
I don't know how good it is (I've yet to go through it), but I got Digital Tutor's tutorials for 3DS Max. Look for "Introduction to 3DS Max 2015" by Digital Tutors and see if you like it.
>>
>>73590003
probably
>>
>>73590065
im black too, can't confirm
>>
>>73589712
Apart from raping people, you'd also be able to beat them to death, or engage in consensual sex acts including stripping and masturbation. And if that gets too boring, you can dance, play musical instruments, get drunk (complete with simulated drunkenness), or just wander around the world as it rearranges itself.

I know it's a terrible idea right now but I think it would have a loyal following if hitched to the VR bandwagon.
>>
>>73590065
>>73590086
I mean, I'm not a rapist or anything. I think being raped would be interesting is all.
>>73590161
Sounds like Grand Theft Auto beat you to the punch. Except GTA is slightly less explicit.
>>
>>73590161
so second life
>>
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>>73590065
>predisposed to rape.
> not predisposed by rape.
> not being a white dumpster baby.
>>
>>73590291
> predisposed
my sides.
>>
>>73590246
Second Life was trying to be the Metaverse from Snow Crash. Everyone was always gussying up their avatars, building their dream houses, writing games within the game, and having weird virtual interviews.

The rape MMO wouldn't allow any of that. You wouldn't even be able to talk to people. It would just be a mass of lewd, sweaty human bodies, writhing in the mud and exchanging virtual fluids.
>>
>>73590291
Literally, white trash.
>>
>>73590583

So Second Life
>>
>>73590672
What if I said "no furries allowed?"
>>
>>73590728
i'd ask you to plz go
>>
If you're making a game like lolisim, how do you protect youre identity?
>>
> making my superior limb-based system
> put each limb in a 2D array, like so:
["head", 10, false, 100, "VITAL",
"body", 40, false, 100, "VITAL",
... etc.]

> realize that this is a stupid idea and won't work
> redo it

Anyway, how should I organize limbs? Should I just use OOP and make each limb an object, or would having 50 objects per mob outrageously slow down the game?
>>
>>73590887
by not making a game like lolisim
>>
>>73590887
never show it to anyone
>>
>>73590887
You don't. If you know anything about current events you'd recognize that option is off the table.
http://www.theatlantic.com/technology/archive/2013/10/how-the-nsa-thinks-about-secrecy-and-risk/280258/
>>
>>73590936
>or would having 50 objects per mob outrageously slow down the game?
Depends on the game. I can update 2000 tiles with double overdraw every frame in Javascript, each tile having 100 environment conditionals. So I wouldn't worry about it unless you're using something even slower than JS, say GML.
>>
>>73590936
>would having 50 objects per mob outrageously slow down the game
Are you DOING something with each object for each mob each frame? Even then probably not, but just because you have a lot of objects in existence doesn't mean they are taking up processing power unless you're actually evaluating them
>>
>>73586634
It's like us English at football
>>
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>>73591760
>just because you have a lot of objects in existence doesn't mean they are taking up processing power unless you're actually evaluating them

Oh jeez I feel so retarded right now
>>
File: a (01).webm (521KB, 800x600px)
a (01).webm
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progress.
his left side still gets stuck in the wall at certain angles for some reason, if someone could tell me why i'd be happy.
>>
>>73592453
are checking before moving, or moving then checking?
>>
>>73575140

Plane + texture. Just a plane. No exceptions. Plane only.
>>
>>73592650
i move, check, then move back if i have a collision.
>>
>>73592730
I'm afraid I don't understand. Do you mean the water?
>>
>>73592831
Watching your capture it looks like you collide, then rotate a bit. By rotating 'away' from the wall the vertex of the square the is causing the collision is being rotated away from the wall, so your velocity pushes you a little further into the wall until the (newly rotated) corner collides again with the block. Now you are further 'in' the wall than your velocity, so even if you press 'go right', moving [velocity] amount to the right still puts you inside the wall, so you revert back to your old position, of inside the wall
>>
>>73592453
Tell me about rotate guy! Why does he rotate?
>>
File: lzcjw7cv.png (59KB, 609x306px)
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>>73593054
okay ty! i'm going to try fixing it.

>>73593070
he rotates because it makes him cool.

here's some fanart made by some fans.
>>
>>73593345
thats enough agdg for today
>>
>>73593328
If you remove his rotation will he die?
>>
File: July_1.png (929KB, 1868x2870px)
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~*Recap-Monday*~

name:
dev:
tools:
website:
progress:
-----------------
Image must be exactly 280x160, non-animated.
Progress max 10 lines, lines wrap at 32 chars.
namechange: [old name] (changes name, saves combo.)
>>
>>73593635
stop baneposting
>>
>>73593635
it will be extremely painful.
>>
>>73585706
Mayor notes that certain villagers run around without pants so he says there should just be a no-pants ordinance. She says "sure" and abides by the law by removing her skirt. He than proceeds to leave the town hall to inform the other villagers.
She's shocked that he was already not wearing pants.

or just abouts. should've been fairly obvious just by looking at it.
>>
>>73593419
for u
>>
>>73593345
i've never liked the whyboner meme but i get it now
>>
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>>73593648
name: Rotate Guy
dev: anonymous
tools: C and OpenGL
website: none
progress: rotating.
progress: loading maps
progress: collision detection
progress: working on sloped collision detection
>>
>>73593648
name: Aerannis
dev: f
tools: Lua/Love
website: fffbbb.tumblr.com
progress: Working on wrapping up a boss battle
progress: Some level design
progress: Huge bug fixes
progress: Dialogue
progress: More tiles
>>
>first lolisim
>now rape MMO
seriously agdg? why are you letting this shit slide?
>>
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>>73593648
name: Aerannis
dev: f
tools: Lua/Love
website: fffbbb.tumblr.com
progress: Working on wrapping up a boss battle
progress: Some level design
progress: Huge bug fixes
progress: More tiles
progress: Dialogue
>>
>>73594754
Did you know that rape fantasies are one of the most common sexual fantasies in the world?
>>
>>73594754
To be fair, the rape MMO is still in a design phase, at least according to the posts above.

I hate both ideas though.
>>
>>73594782
good ol dick mushrooms
>>
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>>73593648
name: Frozen Castle
dev: tWayfarer
tools: GMS
website: http://spacedoggames.tumblr.com/
progress: redesigned first two cave areas
progress: added enemy, started another
progress: lots of small things and fixes
>>
>>73594825
I have fantasies of being devoured by a giant fox-girl :3c
>>
>>73565660
>development guide
>guide
>>
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>>73593648
name: YAP
dev: Byrgandev
tools: Love/Lua
website: http://byrgan.tumblr.com
progress: Moved to Mogamett 0.0.6
progress: Bug fixes
progress: Made and rigged player model
progress: Animation tests
progress: Story drafts
>>
welcome to the shillcap
>>
http://steamcommunity.com/workshop/browse?appid=214850
>Showing 1-30 of 2,685 entries
>2,685

man, that's a LOT of utter shit. I've been trying some of them and it feels like they were made by little kids.

I guess the guys who actually make quality GM games put price tags on them.
>>
>>73596343
i also played 5 of the Top Rated All Time games there and 2 of them didn't even work, while another 2 of them were in very small unresizable windows.
>>
Question. If an idea is somewhat good, but not that...great. Is it still worth to do a quick prototype (waste a week or so) or is it better to just go for another idea?
>>
>>73596318
where's your game, anon?
>>
>>73596665
Quick prototyping never hurts, you might learn something new or a new approach doing it.
>>
>>73596674
Sitting comfortably knowing that it will never be placed on a piece of hard evidence alongside a pedophile simulator.
>>
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snake for casuals yo

im gonna be rich
>>
>>73596674
Please don't feet shit baiters.
>>
>>73596343
so thats where all the unfinished agdg games go
>>
File: output (18).webm (217KB, 488x692px)
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Today I couldn't get depth-ordering to work so I made these keyboard + mouse buttons.
>>
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>>73593648
Name: Skyblade Pilots
Dev: Caracal Studio
Tools: Unity, Blender, Photoshop
Website: N/A
Progress: Redesigned armature / inverse kinematics
Progress: Animation
Progress: Board and character physics
Progress: Began modeling out the first course
>>
>>73596905
Do dead games go to AGDG heaven?
>>
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>tfw my game ended up literally right next to lolisim on the recap
>>
>>73597528
>>73596752
>Associate game with 4chan
>B-b-but muh reputation
Fucking retards.
>>
>getting the itch to start a new project
>tfw no ideas
What kind of game should I make AGDG?
>>
I'm about to finish my game. Now what?
>>
>>73565660

You are comparing things that aren't aiming to compete so I don't think you can do this.
>>
>>73597862
don't finish it
>>
>>73597984
>game dev tools aren't competing with game dev tools

Okay.
>>
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>>73593648

name: Gravity Dude
dev: keepee
tools: Construct 2
website: keepeetron.tumblr.com
progress: Wall-jumping
progress: separated platformer sprites into head,torso,legs
>>
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>>73579415
Wow glad your back! You made a track for our forest level a while back that I really liked. Hope you stick around!
>>
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>>73593648
name: Rush
dev: Discmach
tools: Construct 2 / Photoshop
website: http://dissociativemachine.tumblr.com/
progress: HUD elements linked to gun variables.
progress: ammo system
progress: Basic monster state machine done
>>
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>>73593648
name: Soul Purpose
dev: Warped Perspective
tools: C#/Unity
website: warpedperspectivegames.tumblr.com
progress: Nearly finished with the Great Tree Shrine hub.
progress: Started on laying out a map.
progress: Worked on getting saving and loading to work properly.
progress: Cleaned up a lot of code.
>>
I got an OOP question

There are four types of objects in your game, dogs, cats, donkeys and wolves. Dogs have the ability to "bark". Cats have no abilities. Donkeys have the ability to "neigh" and "kick". Wolves have the ability to "howl" and "bite".

At the beginning of each step, each object performs a random ability (or does nothing if it cannot perform an ability). How would you store the data of these abilities?
>>
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>>73598927
idk man
if i was using unity i'd make a Animal.cs script with a public integer
0 is cat, 1 is dogs, 2 is donkeys, 3 is wolves
public switch, case 0 is cat so there's nothing, case 1 is dogs so put bark code there, case 2 is donkey so put neigh code here
then set the integer in the editor for whichever animal that animal is
have whatever sets the turn to call the switch in each animal or whatever i dunno man
>>
>>73598927
oop a shit
>>
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>>
>>73599309
fuck off stella
>>
>>73599309
I don't know how
>>
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>>73599309
>>
>>73599330
I don't know how
>>
>>73599309
How do I filter these posts? He keeps changing the image slightly.
>>
>>73599330
I am a loser and am considering killing myself
>>
What do you use when you want an endless loop (that you manually break out of, of course).

I personally use while(1)
>>
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>>
>>73599389
Sounds like a wise decision
>>
>>73599412
for(;;)
>>
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>>73598927
I probably would store all the abilities somewhere, maybe a class with static shit, and in each animal, I'd have an array that contains the different abilities that this specific animal has (or rather a way to call these abilities).

I might be way off but that's probably how my skill system is going to work.
>>
How many possible combinations does a rubix cube have?
>>
>>73599412
just curious, is there something you can do with an infinite loop that you can't do with a conditional loop?
>>
>>73599787
Nope

I just personally think while(1) looks much cleaner and easier to recognize as an infinite loop than for(i = 0; false; i = 0)
>>
What do you guys do to get inspired with new game ideas? I'm in a huge slump lately with all my ideas revolving around the same thing, which I wouldn't be able to accomplish. It's annoying and I jsut want to break this loop.
>>
>>73599884
I mean why use an infinite loop and manually break out of it? Is there something that makes putting what makes you break as the condition complex or impossible?

Basically I can't understand using an infinite loop for anything and I'm looking for a reason.
>>
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>>73599364
I can teach you.
>>
>>73600018
J
L
M
G
>>
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>>73593648
name: Faces
dev: Veli
tools: Construct 2
website: none
progress: finished the script(plot)
progress: all masks except 2 are redrawn
>>
>>73600147
g-go on...
>>
>>73598927
Let the Animal class contain a set of abilities. Then in each constructor of the derived classes (Cat, Dog, Donkey ect) add the appropriate abilities, for the class, to the set.
The Ability class only needs to contain a name and a method that executes the Ability.
>>
>>73600273
If we get a group/classroom going, I'll gladly teach the basics of programming over a stream.
>>
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>>73600252
I haven't slept in two days and I read that as feces.

Why am I even posting this.
>>
>>73599309
because 2d is 2deep4u, and 2deep4u>3deep5u
>>
>>73561207

Looks awesome. Does the boss look like a cock and balls on purpose though?
>>
>>73596665
While prototyping the idea you might discover something you didn't consider that makes the idea great. I recommend.
>>
>>73600397
how do I contact you?
>>
>>73565660

You can't compare these but oh well:

Unity
Duality
Oxygine
magnum
Spin-x
HGE
PixelLight
CraftStudio
CopperCube
Mutiny
Enigma
Leadworks
urho3D
Game Maker Studio
PolyCode
NeoAxis
kNet
AngelScript
Lua
Berkelium
libRocket
Open Asset Import Library
Detour
SDL
Horde3D
SFML
Ogre
Box2D
Torque
Panda3D
Love
Blender Game Engine
Construct 2
CryEngine
U4
libGDX
>>
>>73598927
>cats not meowing
>>
>>73600680
I'm at the end of the rainbow.
>>
>>73575140
bro, no disrespect but it looks so plastic

like it has no soul
>>
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Animation progress.
I have to finish the last functions and animations, and after that I think I am going to upload a video.
>>
I am making a platformer with abilities based on Jojos.
So far I got The World, King Crimson and Mandom working.
What other stands would be good in a platformer?
>>
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>>73593648
name: AGDos
dev: zyzOP
tools: x86, ARM, multiplatform ASM
progress: Protocols for Memory-mapped IPC
progress: IPC registry and discovery
progress: Network transparent RPC & IPC
progress: Worked on remote debug terminal
BilgeRAT (Remote Access Tool)
Protocols
>>
>>73601014
The ability to stand.
>>
>>73575140
if you can't align textures properly then put in breakers like columns, beams, baseboards, skirtings etc.
Also looks like you have no bumpmaps on textures, they look flat and plastic >>73600940
>>
>>73598927

Okay, here we go:

>Animal
>Animal(std::string name, std::string modelName)
>virtual void Think() // Chooses random ability, override for smarter animals
>void AddAbility(Ability* ability)
>void RemoveAbility(Ability* ability)
>1 to many relationship with Ability

>Ability
>virtual void DoAbility()

>Bark : Ability

>Neigh : Ability

>Kick : Ability

>Howl : Ability

>Bite : Ability
>>
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>>73593648
name: C-Dogs SDL
tools: C / SDL
website: cxong.github.io/cdogs-sdl
progress: New map file format
progress: Level editing
>>
Can anyone post vaporwave examples I have no idea what it is. Go ogling just gets me music
>>
>>73601189
>vaporwave
what a fucking pleb
>>
>>73598927
Make a virtual animal class.
>>
>>73601263
What? I want to take part in the jam and I don't understand the theme. Cheers for the help nodev
>>
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>>73593648
name: AGDos
dev: zyzOP
tools: Multiplatform ASM, x86, ARM, asm.js
progress: Protocols for Memory-mapped IPC
progress: IPC registry and discovery
progress: Network transparent RPC & IPC
progress: Worked on remote debug terminal
BilgeRAT (Remote Access Tool)
>>
>>73601258

>implying a compiler could compile this
>>
>>73601378
>his compiler doesnt make games when he asks nicely

you must be on bad terms
>>
>>73601340
It's a joke jam, don't fall for it
>>
>>73601425

Now you're just shitposting, it is psuedo code.
>>
>>73601539
What's the point of that?
>>
>>73600680
Erm, Let's do tinychat/vidyagamedevtut?
>>
>>73601629
You underestimate just how bitter people can be here.
>>
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I just enrolled at the Darmstadt University of Technology for Computer Science. Did I do good?
>>
>>73601698
You shouldn't need school to make game. JUST MAKE GAME FOOL
>>
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>>73601780
But I already am making an engine
>>
>>73546062
You probably don't know this, but are those hexagons a natural part of that mushroom or is that some kind of tumblr art thing? If that's natural, it's fucking awesome and inspiring.
>>
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>>73601189
> Vaporwave is generally interpreted as a dystopian critique of capitalism[10] along lines similar to cyberpunk.[11][6] Christian Ward of Stylus stated that "vaporwave is a reflection of soulless techno-corporatism."[6] The genre was also described as "ironic and satirical or truly accelerationist" by Adam Harper of Dummy Magazine, who argued that the term "vaporwave" itself is also reminiscent of a passage from Karl Marx’s Communist Manifesto, "all that is solid melts into air."[11] Vaporwave musician ?????VIRTUAL, alias of musician Vektroid, described her album ?????????? as “a brief glimpse into the new possibilities of international communication” and “a parody of American hypercontextualization of e-Asia circa 1995."[12] Another vaporwave artist, inspired by the French Situationist movement, describes his work as a degrading of familiar commercial music in an attempt to reveal the "false promises" of capitalism.[11]

It's basically post-postmodernism. It pretends to be art from the future where outsourced corporate media monkeys assemble crap culture for the ignorant masses from the lowest effort soundbytes and imagery of the past. Typically alluding to themes a 90's salaryman would find "nostalgic". See: the "3D" hype (compare to today's meaningless "HD" and now 3D hype again, ugh), Early Raytracing examples, PC-88 asthetics, etc.

Some vaporwave is like shitty performance art that basically rubs in your face as hard as it can the message: "No, look, this really is just recycled garbage. This is actual shit you're consuming. This turd is in you now."
>>
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>>73601692
What is this, no one is coming?
>>
>>73601698
Sounds good. I'm likely going to go Purdue in another year for cs. I'm taking a year off to work on my game.
>>
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What does he mean by Terminal?
>>
>>73602151
Also includes old music that has been re-processed and presented as original content (with most people not even realizing it's just old music pitched down)
>>
Is there a way to remove the blurrines from a tumblr header? Mine looks blurry as fuck
>>
>>73602326
Press Windows+R. A small window should pop-up.
Then you type in 'cmd' (no quotes), and press Enter.
Voila, a Terminal is summoned.
>>
>>73602373
don't do this, jesus. when are people going to stop tricking poeple like this
>>
>>73602326
Command line you dope.
>>
>>73601978
all natty
https://en.wikipedia.org/wiki/Phallus_indusiatus

mushrooms are absolutely ridiculous. some kind of alien species or something
>>
>>73602452
Really? Come on, I'm genuinely helping the guy. Please don't shitpost like that.

If you don't trust me, anon, press Windows key, and type in 'cmd.exe'.
>>
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>>73593648
name: princess hold
dev: asgsdgasdsadfs
tools: Lua/love2d/clip studio
website: ???
progress: How stage works is now changed
progress: Each character has idle sprite
progress: Low quality shaders added
progress: Provisional interface added
>>
>>73602373
>>73602568
yeah and then delete system32 too

we're trying to help :^)
>>
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>>73602568
>>
>>73602860
>tfw I was actually tricked into doing this once
>>
>>73602909
>plebuntu
>>
>>73602909
Oh, you're on Linux.
Type in 'Terminal' in that search box.

On Windows it's called "cmd.exe"
On Linux it's just called "Terminal"
>>
>>73602843
monster rape feature when
>>
>>73602959
Nice try. You know what "Terminal" means right? It's going to terminate your hard drive.
>>
>>73603032
oh god, programming is so scary. how do I program without frying my computer?
>>
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>>73602326
>>73602909
>>73602959
>What does he mean by Terminal?
>He means Terminal
>Oh okay
>>
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Changed the way bloom works a bit. What was previously a render target for bloom is now an emission texture. Bloom is now somewhat physically based in that it uses both the brightness of the surface to compute bloom brightness instead of just the bloom texture. It still needs some tweaking, currently it tends to apply way too much bloom to explosions.

The separate emission texture also means that I can now make pretty much any kind of visual effect, such as bright flashes under explosions that are visible even when there's no ship under them that would reflect the light from the explosion to the camera. Also added 3D spotlights while changing the light shader. They look nice and might have some use later on.
>>
>>73603082
Well, come on, man. At least he's asking for help. At least he's trying.
>>
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>>73593648
name: Sword Arena
dev: Watersauce
tools: Construct 2
website: thereiswaterhere.tumblr.com
progress: frame data
progress: long windup time
progress: short recovery time
progress: more character redesigns
>>
>>73603189
I doubt anybody could be on linux and not know what a terminal is. Plus he was reading the "Windows" instructions.
>>
>>73603234
Those are some sexy measurements.
Same as my waifu's.
>>
>>73602229

You haven't given a link or anything.
>>
>>73603143
I'm starting to dig these aesthetics. Almost like ships that have been at the bottom of an ocean for centuries get active again.
>>
>>73603002
That would require 700$ artist okay?
If moving animation won't provide enough eye rape, then I just don't know.
>>
>>73598020

Wait, so we should compare motherboards than because it is a game dev tool, same as a keyboard, water, mouse, monitor. Everything you use that helps you game dev is comparable!
>>
>>73603438
>being this mentally deficient
>>
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>>73603280
That was a different guy, I'm using windows
>>
>>73603319
But I did!
>>73601692

In case it's not clear enough, I'll just post it again:
tinychat com / vidyagamedevtut
>>
>>73603549
Which language will you be using?
>>
>>73599412
while (condition)
I manually break by changing condition to false.
>>
>>73603530
>damagecontrol.jpg
>>
>>73603616
disgusting and inefficient.
literally kill yourself
>>
>>73599412
while(looping)
{
if(breaking condition)
{
looping = false;
}
}
>>
>>73603669
You were too stupid to figure it out by yourself, weren't you?
chill.
>>
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>>73603612
At first I thought Java, but that has a problem:
a) People would have to download the Java SDK *and* an IDE
b) Or they could use compileonline.com, and I don't know if that's a good tool for teaching.

I also thought about C++, but I think it's too tricky and technical at times (for beginners).
PHP, people need to install+run a server and have a PHP interpreter in there.
C#, same problem as Java.

Javascript cwould be nice. Or it could be Python, too.
Or, hell, for game dev, I could just straight up use BYOND (ss13 engine).
>>
>>73603729
dis

like it even matters though, fuking c++++ snobs and their elitism
>>
>want to just make game
>get distracted by penis
>>
>>73603729
repeat
...
until condition

master race
>>
>>73603818
Make penis game.

You are now aware that teledildonics is a fast growing industry.
>>
>>73603143
You're going to have a hard time competing with starsector man.
>>
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>>73603902
> we are borg
>>
>>73603818
>>73603902
>>73604205
So much samefag
>>
>>73604373
>ebin samefeg ebin ebin simply ebin
>so much ebin smefag
>ebin ebin
man what the fuck are you doing
>>
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>>73604373
>imblying
>>
>>73604373
> three people post
> wow they're talking about the same thing, they must be the same guy!
>>
>>73604373
>>73604205
>>73603902
>>73603818
>>73604504
>>73604497
samefag
>>
>>73543073
someone needs to make a game about the attack of the samefags.
>>
>>73604541
damage control as fuck
>>
>>73604541
>>73604373
samefag
cum on step it up, new frog
>>
>>73543073
>>73604708
>>73604562
samefag
>>
>>73604772
Fag
>>
>>73604114
Oh, I hadn't even heard of Starsector before now. It seems to focus more on the larger scale than our game though. The combat and ship mechanics looked less detailed based on the trailer, and we don't plan to have too much large-scale empire management, our game will be mostly combat-focused like Homeworld was. That's just based on a quick look on their website though, can't tell for sure.
>>
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>>73593648
name: shit space station game (unnamed)
dev: anon
tools: UE4
website:4chan.org/vg/agdg
progress: added walls/floors/floortiles
added inventorys
added floor tile spawning
added artificial gravity
added a skybox
>>
>>73544810
>>73545897

muh dick
>>
Hey does anyone use Game Maker's capability to include external files?
Where is the file path of these included files?
>>
>>73605069
wherever you decide it is.
>>
>tfw assets holding me back
Fuck it, I'll nodev for a few months and learn to draw. Any tips/tutorials? i wanna draw some 2D sprites like e.g. Muramasa, Mark of the Ninja etc.
>>
>>73605178
No, I mean I inserted them in the resource tree, within the "Included Files" section.
The thing is, even when I use the working_directory or program_directory, it just takes me to temp files, where my "included files" are not located.
>>
>>73605382
How are the assets holding you back, specifically? What could you possibly be doing that can't be accomplished with placeholders?
>>
>>73605382
>i wanna draw some 2D sprites like e.g. Muramasa
See you in five years then.
>>
I'm on my very first steps so this might sound retarded, but

Am I supposed to only have one rederer?
I've just studied viewports, and it seems I have to switch the port every time I want to render a different area.

But what if I want to be constantly rendering a background and a character in front, then a minimap in the top right?

Do I keep switching the target of my only renderer from background, then character, then minimap? Or do I make a renderer for each?
>>
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>>73593648
name: Robutt Girl Game
dev: Sokuzah
tools: as3
website: sokuzah.tumblr.com
progress: worked on platform and backgrounds
progress: fixed several bugs
>>
>>73605408
Mine are in the workspace where I created the folder
directory/Projects/ProjectName.gmx/datafiles

is it not appearing there for you?
What about other files?
>>
>>73605902
>robutt girl game
>tools: as3
more like ass3 amirite
>>
>>73605949
My external files are also sitting in directory/Projects/ProjectName.gmx/datafiles
but I have no idea how to call them in scripts.

I know I have to use file_text_open_read(), but I don't know what to put in the brackets to actually get the file.
>>
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>>73593648
name: hex_game
dev: qwerty
tools: python
progress: Added client lobby
progress: Broke coastal tiles
>>
4chan is so dead tonight
>>
>>73606449
>tfw you were ready for an ebin raid
>nothing happened
nothing happens
>>
>>73606501
>Getting raided by people who break down when they see the phrase "nigger dick rape"
>>
>>73606170
it should be
>file_text_open_read(working_directory + "\datafiles\file.ext");
>>
>>73606501
4chan was being raided?

I knew post quality was up tonight.
>>
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>>73602151

hang on

isn't this just "retro" games
>>
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>>73606634
All I get is this:
> ERROR!!! :: Failed to open file: C:\Users\Anon\AppData\Local\Temp\gm_ttt_8200\gm_ttt_10495\debugsnake.txt

There is clearly a file named "debugsnake.txt" in my included files, as shown in the image.
>>
>>73606121
I should render some pics of her ass to reply to these posts
>>
>>73606860
>C:\Users\Anon\AppData\Local\Temp\gm_ttt_8200\gm_ttt_10495\debugsnake.txt
try opening this in explorer
>>
>>73606860
Wouldn't those files be where your executable/script was rather than AppData?
>>
>>73572171
i'm pretty sure you can make custom nodes
>>
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>>73607017
Yeah, that's why I have no idea why working_directory takes me to appdata rather than where the included files are.

>>73606953
It takes me here.
debugsnake.txt is nowhere to be found
>>
Over the last year I've restarted my code a good three or four times (which I know is a pitfall that leads to nodev). And in the last month or so I've done no productive work. It may be because I'm overcomplicating the pseudo-engine that I'm building for my game with an Entity-Component-System. Should I try out another way? How do I stop making things harder than they are and finally just like make game?
Using C++/SFML.
Thanks!
>>
>>73607261
By getting gud at programming.
You will hit walls, but you can overcome those walls.
>>
So I am a dev who is looking to get into making games and am learning UE4 currently.

How do larger teams or studios making UE4 games currently organize functionality between blueprints and C++?

Everyone seems to say "Use both it is worth it!" but no where are there suggested ways to do so. Trying to search for it seems to always come up with:

>You just gotta do what feels right for your team bro

Which is stupid when there are most likely good and bad ways to split things since Blueprint is "up to 10 times slower".

So far what is making sense to me is putting almost all logic in C++ classes and then using Blueprints to sort of wire things together.

Example:

https://docs.unrealengine.com/latest/INT/Gameplay/ClassCreation/CodeAndBlueprints/index.html

At the bottom where the graph is set up I would take everything but the OnComponentBeginOverlap and place it in the LightSwitchBoth class as a function like SetRandomLightColor.

Also, this would allow prototyping with the original graph as it was before functionality would be moved to the C++ class.

Being able to use this class and say, make another BP based on it that uses a non-random light color function call instead makes sense and promotes class reuse instead of copying the entire blueprint to just make one that isn't random.

Does this make sense as a way to think about things as I move forward? I have not gotten to a lot of the visual stuff yet but for actual game logic this seems like a good way so far.
>>
>>73607551
>How do larger teams or studios making UE4 games currently organize functionality between blueprints and C++?

Simple, just ask yourself if what you need to do can be done with Blueprints.

If no, do it in C++.

If yes, do it in C++ because Blueprints are slow as fuck.
>>
>>73607551
An unreal employee would need to stand next to me pointing a gun at my head for me to use blueprints.
>>
>>73607137
sounds like working_directory would be for things like saves.

try either something like "dat/mobs/debugsnake.txt" or try seeing if there's a path variable for script's location.
>>
>>73607668
>If yes, do it in C++ because Blueprints are slow as fuck.
wouldn't blueprints just create the equivalent code?
>>
>>73607551
That's a fair point but i mean really dude you just gotta do what feels right for your team bro :^)
>>
>>73607668
>>73607712

Is there a source of why blueprints are bad, outside of being slower?

Additionally, is there any notes on which situations blueprints are bad/slow?

>>73607880

From what I have heard that is not how it works.
>>
vidya dev noob here, how should I or how does speed and velocity work in game? :catface:
>>
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>>73609269
>:catface:
>>
>>73609269
>>73609318
samefag
>>
>>73609350
Stay retarded.
>>
>>73609350
nope.avi
>>
>>73609426
>>73609471
prove it
>>
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>>73609501
>>
>>73609269

This is a generalization and I'm pretty sure someone can give a better answer, but you can consider velocity as your rate of movement according to a certain direction.

Speed is your absolute rate of movement, without considering direction.

The distinction is most important when you think in terms of x, y, z dimensions. I'm fairly certain a calculation of speed wouldn't take x, y, z into account.
>>
>>73609547
worst photoshop job I've ever seen
>>
>>73609594
>>73609501
>>73609350
What do you get out of acting retarded?
>>
>>73609648
>everyone on 4chan is one person
:^)
>>
>>73607261

If engine development is getting so frustrating that you feel like you're making no progress, then you should move on to a pre-made engine. There's a reason why engine-specific companies are able to stay in business. Most people don't want to spend limited development time rebuilding an engine. They'd rather iterate mechanics as soon as possible.
>>
>>73609693
Yeah, that's what you said.
>>
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>>73609594
why photoshop when you can inspect element in chrome?
>>
>>73609572
Thanks, so if I have the speed of 6 pixels per second and a velocity of -2 pixels a second, after 3 seconds my speed would be 0, after 6 my speed would be -6?
>>
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>>73609770
>chrome
>>
>>73609757

Okay, to stop against the shit posting.

Who here has used PlayCanvas?
>>
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>>73607261
The best way is to start working on your game and add features to your engine as you need them.
For example don't bother making generic code for enemy behavior until you need multiple different types of behavior.
Generalizing your code is usually pretty straight forward and you don't get swamped by writing everything as generic as possible at the start.
You might want to start by just coding everything in your entity class and when the code gets too complicated or you need multiple different entities, start splitting the code into components.
>>
>>73610508

>not making your code extensible from the start

This way madness lies.
>>
>>73610047
What? That doesn't make sense.
Velocity is just speed with a direction. The difference between a vector and a scalar.
Do you not know how basic physics works?
>>
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Hey, it's me again.
I haven't really made this big of a progress, but it I think I fixed the issues that were present last time.
https://www.dropbox.com/sh/n7t1hl062d5kd7y/AAAKxvHkEhVLUfGwXBZvEaI2a
Also, you can't save maps from withing the archive.
>>
>>73610047
You're thinkin bout acceleration, bro.
>>
>>73610673
Yes, that is why you have to generalize as you go and not make quick hacks to get the features fast.
Nobody can make a generic game engine before they have made a working game and know what they need in it.
Fixing the problems you have created yourself is the fastest way to learn how to avoid them.
>>
>>73610047

It's not as simple as that.

Remember that velocity factors in your position in terms of x, y, z. Speed doesn't.

I'm not very good at math or physics, but I'm going to make some assumptions based on what you've told me.

I'm going to assume that your speed and velocity are operating on the same axis. If this assumption is true, then your speed of 6 could also be considered a velocity of +6.

If you had a velocity of +6 and a velocity of -2 operating at the same time, I think you would simply have a new velocity of +4 (someone smarter than me can correct this). If you want to gradually decrease your velocity, then you need to calculate acceleration (or deceleration, in this case).

http://en.wikipedia.org/wiki/Acceleration

It's a little more complicated than you thought, right? I'm trying to give the best explanation I can.
>>
>>73610440
>>73609770
gross dude i can't believe you'd say that about your own mother and then delete it like a coward
>>
Using the SDL libraries, what's the correct way of displaying a minimap asa smaller version of the whole screen?

Like, I have the normal screen on which an object moves, and I want a 100x100 square in which the same thing as the whole window is rendered, but scaled.
>>
>>73611587

plz
>>
>>73611665
Render your world to a texture. Render that texture to the screen. Render the same texture, transformed to your minimap size and position to the screen as well.

If you have to ask such basic questions, SDL is the wrong library for you. Use SFML
>>
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Welp! Why do I feel like this bug is trying to tell me something?
>>
>>73611363
yeah I think that makes sense now, thanks devbro!
>>
>>73611868

I tried like that of course, but I have a picture moving on screen, that 'wraps' around it, so if it goes off one end it comes out of the other.

Since my 'world' is made of the background and picture textures, are you saying there's a way of making both into a single texture, then rendering them in a smaller viewport?

Also, I've started today with this library

pls no bully
>>
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>>73612140
>Since my 'world' is made of the background and picture textures, are you saying there's a way of making both into a single texture, then rendering them in a smaller viewport?
Yes.

>pls no bully
Seriously, use SFML. It makes what I just described 10000 times easier. SDL is not a real graphics api, it's a platform abstraction layer with a minimal and low level 2D sprite api on top.
>>
By a show of hands, how many of you are retards who think traditional schooling isn't a good way to learn to make game?
>>
>>73612049

You're welcome. It's difficult for me to explain but it should eventually "click" in your mind after a while.
>>
>>73612834

Define traditional schooling.

Most Western public education systems don't have a video game development course.

I personally think that apprenticeship is one of the more reliable ways to gain proficiency at any craft, though it's obviously more risky since the quality of your experience is completely dependent on who you can work for.
>>
>>73612834

Traditional schooling is a terrible way to learn game design, because literally nobody knows how to fucking teach it.

It's a decent way to learn to code, but the system is kind of fucked because of how saturated the market is with CS SE and IT graduates who can't fucking code to save their lives.
>>
>>73613059

Best books/ways to learn to program independently?
>>
>>73613043
Defined as getting an undergraduate degree in Computer Science, Computer Engineering, Software Engineering, Game Design, or any heavily related degree to any of these.
>>
>>73612834
literally everyone except you
even if you're right you're going to get lynched
suck it giordano
>>
>>73612770

Every time I try starting with a library, someone tells me another one is 10000 better than the other. Bounced from SML, to SFML, to SDL, and now I'm going back to SFML?

I at least want to get to a basic level here before I give up again.

By the way, how do I retrieve the 'whole screen' texture?
I'm just using a renderer associated with the window to display things, as single layered textures.

http://pastebin.com/M5MGyCTb

Here's the pastebin, ignore my botched attempts at a minimap.
>>
>>73613043

I should also add that I don't necessarily believe that apprenticeships are a realistic way to learn game development. I personally prefer the "open workshop" atmosphere of some online communities and local meet-ups. That way the talents and deficiencies of each individual are "leavened by the whole," so to speak. After an individual becomes adequate and independent, they can branch out in their own direction.

>>73613136

University education isn't necessarily "traditional education" if you look at it in the context of the last century. I believe it can help, but it's not mandatory at all.
>>
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>>73593648
name: @steroidal
dev: Lemonade
tools: GM 8.0
website: anontechnology.tumblr.com (WIP)
progress: Built upon the Game Jam version
progress: New enemy and boss
progress: Added story logs, reworked the shop
progress: Added and reworked a bunch of items
progress: Background + menu, SFX and a few special effects
>>
>>73613253
Sorry, but I wouldn't consider high school enough for any career or even taking a hobby seriously.

I mean, yeah I took a college level CS class in high school but that's definitely not enough to just like make game unless you're script kiddying absolutely everything you can.
>>
>>73613241
Whoever told you to use SDL over SFML as a beginner is a bloody idiot and also probably a C-elitist from /g/.

>#include <SDL.h>
You are not even using SDL2, Jesus Christ! You are using an API that was written in the 90's, with the technological standards of that time in mind. Use SFML and never look back.
>>
>>73613383

I think it's a bit narrow-minded to believe that a full university education is mandatory for "any career." You can qualify your claim with "any career of value," but that stinks of elitism without any sort of logical argument to it.

Artisans were able to survive just fine during the Renaissance through apprenticeships. I've personally known highly paid welders (they make over $100,000 annually in the United States) who got their start through apprenticeships at mechanic shops.

More technical creative crafts such as animation are also handled best through apprenticeships. It's why practical tweening is considered such a better education than what you often get at a specialized school.

This isn't to say that university education is pointless. If it helps you, it helps you. What I'm saying is that it's specific to the individual.
>>
>>73613583
i dont think anyone here even uses sdl aside from the cdogs guy lol
>>
>>73613779
The riot guy used SDL for making his opengl contexts, but that guy and the cdogs guy know their shit and are nowhere near beginners.
>>
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>>73593648
name: Mercenary's Revenge
dev: Deltikon
tools: Game Maker: Studio Professional
website: None
progress: Created the remaining drones
progress: Polished the two 1st drones.
progress: Created base enemy class that can take damage from player's bullets.
progress: Added 2 additional playable ships with different shots.
progress: Ship power-up item added.
progress: Improved bullets' sprites.
>>
>>73613583
I'm using SDL2, must've been a typo there.

Is there a good tutorial for SFML then?
Honestly, the thing always bringing me to having no progress is the lack of good resources.
SDL2 struck me as nice because it had LazyFoo's tutorials, which are just the way a tutorial should be, simple and assuming you know absolutely nothing.
The other time I tried SFML I could only find a couple books which explained pretty much nothing and just dumped code on me.
>>
>>73613136

Provided that you actually pay attention in your classes and code in your own time on top of everything required for your course, a degree in CS, CE, SE, or Information Technology is worthwhile. (A game design degree is absolutely not worth doing. Holy fuck, stay away, stay far away).

>>73613241

>Every time I try starting with a library, someone tells me another one is 10000 better than the other.

So just fucking pick one and stick with it, you fucking nerd.

>>73613128

Depends on the language. I recommend learning C to start with, dabbling in C++, and then moving on to C# because C++ is a pain in the ass and the advantages that it brings really aren't worth your time unless you're making shit that's incredibly resource intensive. (So if you're heading into AAA development, yeah, stick with C++, but otherwise get the hell out).

If you do start with C, I highly recommend Programming in C (3rd Ed) by Kochan, http://c.learncodethehardway.org/, and http://www.computerscienceforeveryone.com/.

Fair warning on the last, the author is a child molester who prostituted his son and was arrested about seven months ago. It's a fantastic resource for learning C and about computers in general, but that might put you off, so... fair warning.

>>73613638

Apprenticeships exist in programming. They're called internships. The problem with the apprentice model in highly technical fields (compared to something like welding) is that learning programming or animation has an extremely high baseline level of knowledge required compared to, say, welding. You can learn the basics of welding in literally 8 hours. You cannot possibly gain the same amount of skill at programming or something of a similar level of difficulty for (at the least) weeks, and in that time period you are completely fucking useless to your employer in any capacity above being a fucking janitor, so why bother employing you at all?
>>
If I'm making a multiplayer game, would it be dumb to do physics calculations clientside?
I thought about doing calculations on the client then having the server perform some kind of calculation to verify that the player isn't cheating.
>>
>>73614069
http://www.sfml-dev.org/tutorials/2.1/
Drawing stuff on screen and sprite tutorials should get you started.
>>
>>73614150
>inb4 that guy that talked about welding constructs a strawman about how welding actually takes a few days or something to learn the basics
>>
>>73614069
>The other time I tried SFML I could only find a couple books which explained pretty much nothing and just dumped code on me.
If the examples SFML provides are unreadable to you, you are clearly not ready to make a game that uses graphics. SFML is the most self-explanatory and simple API I have ever seen.
>>
>>73612920
Yeah I left school about 15 years ago and I missed loads due to health problems, so physics for me is a little rusty.

I'll get there, thanks again!
>>
>>73614205
It depends on the sort of game, but typically you do server-side or both-side. Not just client-side.

Client-side would just have the client estimate collisions based on what it currently knows while the server would always update the client with the correct information later.
>>
>>73614069
That's basically what programming tutorials are.
They dump code, tell you what it does, you have to learn how to use it.
Don't memorize it, understand it.
Then you find applications for it.
Then you start writing your own code based on what you have learned.
It will take a while to do something worthwhile, especially something like a game, unless you are already fluent in the programming language.
>>
>>73614205

That seems like a terrible idea, personally. Doing the calculations once means that you have one result. Doing the calculations clientside means that you potentially have as many different results as there are players, and they're all technically correct.

Do physics server-side, do graphics client-side.
>>
>>73614049
Hey Anon, I'm curious about your game. It sounds cool, I assume it's a SHMUP? What purpose do drones have?
Digging those ship types by the way.
>>
>>73561745
>>73579415
Ah, if you're still reading this, could you please check >>73543568 ?
(I still can't get over your niceness, while we're at it)
>>
So, I make a texture in Photoshop, I put it in Unity and Unity converts that .png into its texture file format. Does unity safes metadata in this files or not? Can I be fucked up by using pirated photoshop like that?
>>
>>73614150
>>73614263

A baseline level of knowledge isn't intrinsically related to a university education. I'd argue it's not necessarily related to even a public school education. True proficiency occurs when you pursue a certain field outside of the designated hours and responsibilities. It's what separates a chore from a passion.

The welder I knew started volunteering at a mechanic shop before he even finished high school. It's not a function of how long it takes someone to grasp something. It's a function of how much they're willing to dedicate themselves to their craft.

If I were an employer, if I were to decide between an unmotivated worker with a colourful work history and a motivated worker who only has a baseline knowledge of the selected field, I'd value the motivated one far more. He's more likely to adapt to new industry developments and he's also far more likely to maintain an open mind about alternative techniques and solutions.

A university education can be seen as a symptom of proficiency. It doesn't guarantee it at all. If you've ever worked in a start-up founded by Ivy League graduates, you'd probably know this. They seem to believe that their degree makes them immune to poor decisions and that they're not just as fallible as the rest.
>>
daco you balding piece of shit i know you're here
>>
>>73615042
I mean .psd
>>
>>73615042
I'm not familiar with Unity, but I doubt it would store anything other than the texture data. The whole point of engine-specific formats is to be able to load the data that you need and ignore everything else.
>>
>>73614205

You wouldn't really be doing the main calculations client-side if you also have server-side calculations. You'd simply be trying to perform some sort of anti-cheat authentication process.

I agree with the others. It's better to just cut the middleman and do those sorts of calculations server-side.
>>
I seriously hate every single one of you faggots. Don't even know why I'm still here without the progress and all
>>
>>73615084

>A baseline level of knowledge isn't intrinsically related to a university education. I'd argue it's not necessarily related to even a public school education. True proficiency occurs when you pursue a certain field outside of the designated hours and responsibilities. It's what separates a chore from a passion.
>The welder I knew started volunteering at a mechanic shop before he even finished high school. It's not a function of how long it takes someone to grasp something. It's a function of how much they're willing to dedicate themselves to their craft.

NO SHIT.

None of this has anything to do with why the apprenticeship model (as apprenticeships are generally conceptualised) is a terrible idea for game development or other enterprise work. It IS, however, a good reason for the internship model.

>A university education can be seen as a symptom of proficiency. It doesn't guarantee it at all. If you've ever worked in a start-up founded by Ivy League graduates, you'd probably know this. They seem to believe that their degree makes them immune to poor decisions and that they're not just as fallible as the rest.

Yeah, already said this. (>>73613059)
>>
Friendly reminder to not reply to bait
>>
>>73615369

How's life treating you, John?
>>
>>73615480
this is bait
oh sh-
>>
>>73615464

I don't see what we're arguing about then. If you look at the post history then I already said what you just did now.

>>73613253

The apprenticeship comment was a general observation. I clarified what I meant by that but you quite literally ignored the clarification.

I honestly don't have time to argue about something this silly at this point.
>>
>>73615369
But I always loved you, anon, and I will love you forever
>>
>>73615084
University does take dedication: time and money.

Either way, unless you're an incredibly non-traditional learner, a university education is going to 999/1000 times be better than self learning the whole way.

And yes, there are retards who barely got their degree and are shit in their field but I'd say that they are more "self taught gurus" who are just full of shit and are just glorified script kiddies.
>>
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>>73593648
name: AMOK Syndrome
dev: CJ
tools: C#/XNA
website: amoksyndrome.tumblr.com
progress: Characters now have better hands for closeups
progress: PiP system for intricate actions
progress: Placeholdered a couple of first aid actions for testing
>>
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>>73616015
Check it out guys, I'm making a first aid part to my game - you need to treat a wound (there are lacerations and fractures) before it can heal. If you don't it can go septic and you can die of septic shock.
>>
>>73616196
Are you a doctor?
>>
>>73616196
On a scale of 1 to Robinson's Requiem, how good will your first aid system be?
>>
>>73614514
Didn't that space engineers or whatever say they wouldn't have multiplayer because they couldn't figure out how to not do physics client side?
>>
>>73565660
just like make game faggot
>>
>>73616196
I'm a hard man, I don't have time to rub a stick of gum on my arm.
>>
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>>73616196
Because of the scale and camera angle of the game I'm making little picture-in-pictures for stuff like this and also reloading your magazines bullet by bullet.

I started designing for a gamepad but I'll come up with some kind of analogue for keyboard and mouse. You mimic the action that's happening with the appropriate stick. Back and forth for wiping the wound, a semi circle for suturing and 360° for wrapping the bandage around. If you have hurt your other arm you need to use the opposite stick.

I'm thinking of adding a case for when you fuck up (imagine sticking the suture into the muscle for example) your character will scream out in pain and blow his cover if he's trying to hide from enemies.
>>
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>>73593648

name: Sim Loli
tools: C++ / SFML
progress: Added in skin colour/eye colour/hair colour/dress colour changing for all the lolis to add in more variety
progress: Made eye/hair colour based on their genes so it's inherited, with blonde being a recessive gene
progress: fixed up hyperlink hovering for when a hyperlink spills over and takes up multiple lines in a webpage
>>
Welp.
>>
>>73616362
No, I've learned some bits and pieces from wikipedia.
>>73616365
Um, I haven't played that one. I suppose you recommend it?
There are lacerations, fractures and bullet wounds. Open wounds make you bleed. Fractures impair your movement/accuracy. Each limb can be damaged. I'm not bothering with the head or chest because outside of a hospital injuries to those parts are likely enough to be fatal. It always rubbed me the wrong way that you could recover from a "crippled head" in Fallout out in the field.
You can die of three different kinds of shock - cardiogenic (too much generic damage), hypovolemic (bleeding out) or septic (too many untreated injuries).
>>73616489
Heh. There might be some quick-use items to keep you going in fire fights. I don't want to overdo it though.
>>
>>73616829
>I suppose you recommend it?
You can get high on your meds, cut off three of your limbs and then drag your bleeding stump of a body through a lake and die of hypothermia.

So yes.
>>
>>73615842

This is just a personal argument that you're welcome to dismiss, but I'd argue that meaningful dedication is not necessary to enter into university. It's also not completely necessary to even graduate.

I've known quite a few university graduates who are simply unmotivated once they enter the professional workforce. Either they kept themselves afloat with the bare minimum in their university life (which betrays a deficiency of character that was never mended) or they simply become discouraged by the quality of entry level positions available to them.

Perhaps it's because my experience with university graduates are often from schools which are more difficult to get into than to graduate from (again, Ivy Leagues and expensive private universities). It's quite possible that my personal anecdotes are nothing more than just personal anecdotes.

They simply describe my experience. My point is that time and money are necessary to gain a university education. They alone are not sufficient to succeed.
>>
>>73585048
I'm looking for an engine dev who could also help me into programming with a game idea.
>>
>>73616829

Here's an excellent introduction to medicine with limited resources.

http://hesperian.org/wp-content/uploads/pdf/en_wtnd_2013/en_wtnd_2013_10.pdf

Look up Where There Is No Doctor for more chapters.

http://hesperian.org/books-and-resources/
>>
>>73617046
Sounds like something I need to check out. There have been a few times where I've thought of something and shelved it for a potential sequel. I'm just doing water and "food". It would be great to track every vitamin, mineral and macronutrient and have a catalog of symptoms that affect the way the character behaves when something is deficient, but I don't want to succumb to scope creep.

>>73617320
Thanks, I've been reading up on things as I come to them but a primer like that will probably cover more than I could think of.
>>
Anyone here every tried to make first person sword fighting?

Why do devs find it so hard to make it good?
>>
>>73616375

...The fuck?

Christ I hope that's not true, that's babby tier devving.
>>
>>73617608

>Why do devs find it so hard to make it good?

Lack of depth perception, mostly.
>>
>>73617140
Clearly every software-oriented student should go to universities that offer cooperative education. There you have a weird case where you see people 'keep themselves afloat with bare minimum' but then still do whatever it takes to be useful in a work force.
>>
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>>73593648
name: Clonepoint
tools: C++/SDL/OpenGL
progress: Formerly Gunpoint Clone
progress: Remove all -Wall warnings
progress: Added prop sprites
>>
>>73614996
So sorry about that, for some reason I missed every single one of your posts. I just woke up, so I'll start working on something.
>>
>>73614610
Thanks!
Yes, it is a top-down shmup.

The drones serve as extra firepower for the ship, which they can be aimed with the mouse to shoot at things that you don't like.

While I haven't implemented this yet, the drones will have limited energy and once it runs out, it can no longer shoot. The basic drone, however, can regenerate energy over time or by shooting stuff with the ship's own firepower. To get the other drones, you pick up modifiers which are from special ships, which might be in a similar fashion as on Einhander. Once its energy is depleted, the drone returns to normal.
>>
>>73601113
So is the ability a separate object?

Why not just have classes for each of the animals that inherit Animal, and have the abilities be member methods?
>>
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If SDL2 is so terrible, why are there more games made with it here than with SFML?
>>
>>73618324
Who said that SDL2 is terrible? SDL2 is the non-OO little brother of SFML
>>
>>73618446

some guy asked for help on it before and got shit talked for using a shit library instead of SFML
>>
>>73618324
>more games made with (SDL2) here
nobody makes games in sdl here, are you dumb
>>
>>73618504
There will be always people here who disagree with the tool you are using, no matter what you are using. Welcome to the internet
>>
>>73616543
have you ever done first aid?
>>
>>73618597

The list contains 5 SDL2 games and 1 SFML game

May be that more people are using SFML, but SDL2 is the one producing actual results instead of just talk
>>
>>73618725
don't reply to bait
>>
>>73618324
It has more to do with the background of said devs. SDL2 is not terrible, though.
>>
>>73618803

but if I didn't waste time getting mad on the internet I'd have to actually get off my ass and code
>>
>>73618725
inb4 'those don't count because they're on the shillcap top lel lurk more' etc etc
>>
>>73617978
That is some simple but good pixel art.
I like the idea- so basically your main weapon depends on your starting ship, and drones allow you to get temporary, more gimmicky firepower.
This really looks like a good game in the works. Keep going and don't fuck it up.
>>
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Got the flash effects working decently now. Some are still quite a bit stronger than I'd like, especially the blue flashes from shields failing, but it's already looking better than before. Also added muzzle flashes to all weapons, and a small, bright flash to the start and end point of all beams. Bullets hitting shields make a light now as well, though their brightness needs some adjustment too.
>>
>>73618725
>seriously believing them
>not knowing that they're lying
dude get real, this place is game maker/unity general
>>
>>73574369
That looks cool as fuck.
>>
>>73574369
>>73619092

2 more Space Pew Pew games?
Fucking awesome. Keep it up bros. I fucking love these games.
>>
>>73614049
>>73614610
>>73617978
>>73618916
samefag
>>
>>73618867
when someone trolls you always remember that SDL2 was developed by Valve and that it's basically the industry standard for cross-platform window creation and 2D drawing not only in the gaming industry but also in the embedded multimedia world. SFML is nothing of these
>>
>>73598927
public delegate void AbilityBehaviour();

public class Animal
{
List<AbilityBehaviour> abilities = new List<AbilityBehaviour>();

static Random random= new Random();

public void Step()
{
int r = random.Next(abilities.Count);
abilities[r]();
}
}
>>
>>73618284
What happens when you want "Walk()" to be an ability for both wolves and birds? What happens when you also want "Fly()" to be an ability for birds? What happens if you also have a kind of animal that can fly but not walk?

Doing everything through the inheritance hierarchy is not always a good idea. The software industry learned this the hard way and it's a lesson you'd do well not to forget.
>>
Any benefit to using Construct Classic over Construct 2?
>>
>>73619184
Are you seriously suggesting that there are devs who pretend to know how program but are really making their games in Game Maker, because that's the most retarded thing I've ever heard
>>
>>73619092
>ships can protect each other with their shields
This is the coolest game I've seen in a while.

What engine/framework are you using, if you don't mind me asking?
>>
>>73620237
CC is not being supported anymore, but you can monetize games you make for it without having to pay a fee.
IIRC CC doesn't export to as many platforms as C2.
For C2 you "have to buy" a personal license to monetize your games, even with ads. Monetizing without a license may result in C2 devs suing you.

It all depends on if you can make your game using either, best bet is to check if CC has the plugins and resources you need for your game.
>>
>>73620436
Thanks! It's made in C# with .Net framework and OpenGL with OpenTK as a wrapper. It seems OpenTK is pretty shitty though, we'll probably change to something better soon.
>>
>>73618649
No. I've never shot anyone either.
>>
>>73619598
>>73614049
>>73614610
>>73617978
>>73618916
samefag
>>
>>73621324
>>73621324

Samefag.
>>
samefag
>>
>>73620881
>It seems OpenTK is pretty shitty though, we'll probably change to something better soon.
How is it shitty? It gives you access to OpenGL and AL, which is all it's supposed to do.
>>
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>>73621770

Because I want my game to be accessible to those who can only see in 1 dimension.
>>
>>73621595
ebin
>>
>>73621918

Cool guy
>>
>>73621918
you're a big guy
>>
Friendly reminder to not reply to bait or posts which will not result in relevant discussion
>>
>>73621608
The OpenAL version is pretty ancient and you can't seem to control it in any way. Also creating an OpenAL context seems to just randomly crash on some computers for no reason. Plus, the efx effects work only on random occasions when running from Visual Studio, whereas when you copypaste the game exe into the project's working directory they work just fine. I'm not absolutely sure the last one is OpenTK's fault though, but there's hardly anything else it could be.
>>
>>73621770
I'm gonna be using 3D in the backgrounds at least.
>>
>>73621770
Sounds like a Ludum Dare theme
>>
>>73623236
Or a jam theme...?
>>
>>73618916
Thanks! I'm surprised for hearing a compliment for my programmer art.
>Keep going and don't fuck it up.
I'll try not to!
>>
>>73616685
You need better sprites, man. The ones you have right now aren't cute at all.
>>
>>73596665
>Prototype it
>Find bug
>Bug makes for cool mechanic
>Make game based on it
>>
>>73624256
That never happens you filthy liar.
>>
>>73624394
>You'll never have funny or interesting bugs
;_;
>>
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aggydiggy plz halp

pic is my schema, text below is my xml file. What am I doing wrong? It says 'there is an error in XML document (1,2)

<contentObject>
<objectName>MyTestObject</objectName>
<id>123</id>
</contentObject>
>>
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name: spess mehreen
dev: spessDev
tools: C++ / OpenGL
website: http://rawks720.tumblr.com/
progress: character has a face now
progress: level loader polished
progress: widescreen support
>>
>>73624790
>xml
top heh
>>
>>73624790
>using XMLSchema

found your problem
>>
>>73625040
>>73625103
What is something better?
>>
>>73598927
>dog moves
>dog barks
>dog moves
>dog barks
>dog moves
>dog barks
>dog moves
>dog barks
Thank you. I'm going to have dogs bark at least two times per turn in my roguelike. They're going to bark so much they actively wake up anything within thirty tiles, being one f the most dangerous enemies in the game.
>>
>>73625154
JSON
>>
>>73625154
talent
>>
>>73625358
Yeah Javascript will end his problems..
>>
>>73624790
http://www.w3schools.com/xml/xml_validator.asp
>>
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Are you man enough to make a game that you can have fun with in less than 10 minutes?
>>
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>>73593648
name: RE/MAKE
dev: sevivys
tools: C++/SDL2
website: sevivys.tumblr.com
progress: 10 weeks! I wish I had something special prepared for the occasion...
progress: Effects can now be parented to an entity!
progress: Added an alert effect to show that you've alerted an enemy!
progress: Practiced art stuff for most of the week! It's not really progress, but it can't be helped...
>>
>>73625692
No, I am a failure. Considering suicide.
>>
>>73625616
Thanks anon. My XSD and XML both validate, I guess its in my implementation
>>
>>73625504
>JSON is Javascript

oh you
>>
>>73625965
:lemonkeytroubleface:
>>
https://www.dropbox.com/sh/i2fggwoodbn8d8p/AADBF8TUZr0hqN2gAKgLwzfIa

Transcending threads and the chan, a tale of devs and games eternally retold.

It begins.
>>
>>73625965
it has javascript in the name. it is javascript. you are drunk. go home.
>>
>>73612010
I lost my sides
>>
>>73626126
IT LIVES!
>>
>>73626235
>Although originally derived from the JavaScript scripting language, JSON is a language-independent data format, and code for parsing and generating JSON data is readily available in a large variety of programming languages.

http://en.wikipedia.org/wiki/JSON
>>
>>73578904
>>
Is there a way to learn (at least) simple object programming in Lua/LOVE2D?
I have read some tutorials, but I don't know how and why it work.
>>
>>73627307
maybe read resources about language independent object orientation to get the ideas behind OO in general. Lua isn't OO per se so it's not really a good learning ground for it
>>
1 years of gamedev, from starting from scratch

No game.

Should I just give up.

I'm forever nodev.
>>
>>73626126
Beautiful.

>>73627756
Nodeving is temporary. Hope is eternal.
Do like I do and make tiny shit games you're content with.
>>
>>73627756
The world will go to shit tomorrow anyways. Russia will invade Ukraine. WW3 will begin.
>>
>>73626126
This brings me such joy. Now I have something to shoot for...I cam be on there. I can do that. My game will be immortal.
>>
>>73626126
ok who's the joker that put that picture in the rainbow folder
>>
Has anyone poked around with using image data for saves?
>>
>>73628038
good goy, been to pol eh?
>>
>>73626126


ITS ALIVE?

holy shit thanks you based anon.

tfw your game is there and the screenshot if one of the crappiest :')
>>
>>73628508
It wouldn't be too hard to do that. I wonder how secure it would be though.
>>
File: Untitled.png (123KB, 800x600px)
Untitled.png
123KB, 800x600px
Trying to get back to devving.
>>
>>73626126
>all that lewd
>Cyberpunk, Charlotte, Catmouth, all containing lewd
I barely even looked, too. /agdg/ is so hot under the collar.
>>
>>73628693
Well I'm not sure if I want to go full encoded save route. So it seems like image data might be a good compromise, since that'd need editing specific pixels and all.
>>
>>73629067
>marmoreal
what is real?
>>
In networking, what do you do with a corrected position when sent from the server to the player? If the player has 200ms ping, any positions received by the player will be at least 200ms late so if you just snap to it it'll look like rubberbanding to the player.
>>
File: Hydrangeas.jpg (581KB, 1024x768px) Image search: [Google]
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>>73629264
h-hi
Got a new computer so I don't have my Nichijou folder anymore please send help
>>
>>73628508
Hey, that's really interesting, actually. It'd be really neat if, as the game went on, the save file slowly became some image, like a hint at the next game or whatever, once you hit 100% completion. There's a lot of potential for neat stuff there.
>>
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2MB, 1080x1920px
>>73629663
Google is your friend.
>>
>>73629694
It's neat for sharable game content too. Like maybe you find a weapon with a cool name/stats, you could share it by generating an image. That image would contain the icon and stats along with the code to be read to import it.

Or for sharing levels, etc.
>>
>>73629969
um, no?
>>
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>>73628476
>>73628368
>>73627990
>>73627047
>>73629084

I got tired of the dropbox being dead so i stepped up to fill NG's shoes.

If you want to help the referral link is in the dropbox in a text document. I get 250mb added to the storage size every time you sign up. If I get like 2 a month I'll be able to keep going for quite a while. After that I guess I'll buy pro.
>>
>>73628508
Reminds me of games that use images to store the level's tile data.
>>
>>73629084
that remake picture would make a good reaction image
>>
>>73629658


you purposely lag the player
>>
>>73628508
>not saving data as sound
>>
>>73630991
how
>>
>>73631309
>Wanting screaming data
>>
>>73631352

make a system pause to let the network refresh
>>
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I removed the universal ~3 recovery frames from all my combos which I did not notice but removing so made my game more or less broken.
>>
>>73631604
i have no idea what you mean
>>
>>73631641
Looks interesting, what kind of game will it be?
What are you making it in?
>>
File: WaterWorks.png (10KB, 402x301px) Image search: [Google]
WaterWorks.png
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tfw you finally get kindof nice looking water, but the colors feel off.
>>
File: thxm8.webm (278KB, 340x168px)
thxm8.webm
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>>73630143
>>73630143
>>73630143
>>73630143
>>
>>73622082
>>73622181
>>73621918
>>73621595
s a m e f a g
a
m
e
f
a
g
>>
>>73631730


you are way out of your league with this m8, go get a good book, network programming is not easy at all
>>
>>73612834
I went to a school with a Game Design degree but I got a traditional Computer Science degree. I feel comfortable as a coder but maybe not as a designer. Looking for a coding job now so I can't tell you how usefull it is. I can say it wasn't cheap for one and in the beginning school kind of sucked but got better towards the end. It really depends on where you go. The
>>
>>73626126
What are Monster Hunter and DMC4 webms doing there
>>
>>73629658
most basic correction:

playerPos = receivedPos + velocity * ping

for better correction you could keep a buffer of velocity "snapshots" at the time where you sent input state to the server and correct the received pos with:

playerPos = receivedPos;

foreach (v; velSnapshotBuffer) {
playerPos += v.vel * v.time;
}

where v.time is the elapsed time when v.vel was valid
this way the final client's playerPos will be closer to the server's one

not sure if clear enough, but basic correction should be enough anyway
>>
Where the fuck is the new thread?
>>
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1325693530041.gif
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>>73629067
welcome back.
>>
File: Well fuck.gif (3MB, 283x160px)
Well fuck.gif
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>>73614996
>>73617821
Eh. Started out with something that was kind of in the right direction, but it sort of just turned into something else. I liked it though, so I finished it, even though it's not really what you're looking for. It has a little bit too much energy and is probably too cheery for ya, but here you go anyways. I'll probably come up with something more calm/passive for a menu theme later.

https://dl.dropboxusercontent.com/u/18338470/asteroids%20chipmaster.mp3

The mixing is bothering me, but I'm too burned out to be able to hear the specific tones and frequencies that are sticking out, so I'll probably rerender/fix it in a few hours.
>>
>>73632940
Does that girl do anything but drink? That's all gifs of her seem to be.
>>
>>73633202
>>73633202
>>73633202
mingle
>>
File: oops.gif (3MB, 230x320px)
oops.gif
3MB, 230x320px
>>73633030
She hunts mythical creatures sometimes.
>>
add these to the dropbox please
http://imgur.com/a/lVbHm
>>
>http://gafferongames.com/game-physics/networked-physics/

"The server keeps track of the current time on the server and ignores any input received with a time value less than the current time. This effectively drops any input that is received out of order."

If the player has a latency of anything over 0ms (everyone), wouldn't ALL input be ignored because the time that the input was sent will always be less than the time it's received? Am I missing something?
>>
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>>73593648
name: D.O.A.
tools: OpenGL | Krita | Blender
progress: deferred shading
progress: gecko.blend
>>
Someone make a real new thread.
Ignore the shitpost thread posted in >>73633305
>>
>>73634436
How about MAKE IT YOURSELF
>>
Real thread this way.
>>73634986
>>
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>>73593648
name: Combat Space Sim
dev: anon
tools: Unity / C#
website: N/A
progress: Added simple spacedust effect
progress: Prioritization for player audio over world
progress: Bullets now inherit parent ship velocity
progress: Lead marker rewritten to account for above
progress: Still using FS2 placeholders
>>
>>73625759
>10 weeks! I wish I had something special prepared for the occasion...
You could instead wish you had more fingers so that the numeric base you find significant would be at a later date.

Humans, ugh.
>>
>>73629176
JPEG and PNG will both fuck up your data.

JPEG because of compression artifacts - You can set lossless 100% quality, but someone who saves the image again probably will not.

PNG because of colorspace and gamma correction bullshit. Webdevs have been fighting PNG forever. CSS color is not the same as the exact same RGB value in PNG. If you remove all color profiles then the end user's image library or display program / browser may choose to apply a default color profile, which is bad because they typically cause mismatches in solid runs of a color even when the shitty browser tries to treat all colorprofiles and colorspaces the same. Look it up. This is why PNG is actually lossy in practice despite claims to the contrary. It even ruined collaboration on TIGWorld pixel art projects (ugh, I once browsed TIGSource).

Use BMP, GIF, TGA, PPM, TIFF, etc lossless formats. Even still, a user may save into one format then convert back into your format and have lost data. Hell, even the evercookie folks had problems storing data into images -- They were showing how they could use your browser image cache as a cookie and read it back with JS, but had tons of bugs and loss of bits of data even using the PNG format (which is the only one that Canvas supports guaranteed export in) for the reasons I mentioned above.

Any bugs in your image will not be attributed to the image formats, but to your and your game. Just remember this: It will not be your fault, but it will be your problem.

Good Luck. Try to control the entire save / load / display if you use images. Otherwise DO NOT use the lower 2 or 3 bits of the color values for fucking anything if you know what's good for you, and even then "colortemperature correction" (hue shifting) can fuck you.
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