/agdg/ + /vm/

Unknown edition.

Resources:
>>>/agdg/
>>>/vm/

Previously:

Other urls found in this thread:

msdn.microsoft.com/en-us/library/x53a06bb.aspx
msdn.microsoft.com/en-us/library/6a71f45d.aspx
a.pomf.cat/hlydsb.mp3
a.pomf.cat/klqenn.mp3
a.pomf.cat/tealjy.mp3
lpaste.net/349618
blog.xunie.ovh/2016/09/cc-environment-on-windows-in-20-minutes.html
stackoverflow.com/questions/8777257/equals-vs-arrays-equals-in-java
dorey.github.io/JavaScript-Equality-Table/
destroyallsoftware.com/talks/wat
archive.is/z6yjw
mega.nz/#!p0Rx3TAQ!ONMp-YYgbPhEXPVGpFK3C-vjusQl8XCRmjLJNQ8TnqE
virustotal.com/en/file/85fbe3573054ee677062382a1ffa3071c158553b4a9e3b83e7e47a779c3a6712/analysis/1481150544/
mega.nz/#!8kAwBKLZ!ls_GSL6b3qESZM9ToiTOvxIp5bpiyBc22lfbKj0uz9M
imgur.com/gallery/blrucmS
gitgud.io/greenman/rts.git
github.com/MrJoy/UnitySVG
twitter.com/NSFWRedditGif

First for NEVER GIVE UP.

i wanna implement souffles fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck

Nigga what

Just imagine how happy you're going to make that one guy who always wanted in depth cooking in a game.

Not gamedev, but an answer to the user from previous thread:


I like furry porn itself, in fact I wouldn't mind making 3d porn just because it has so much potential and everyone seems to just use stolen model with source film maker and babby's first jiggle bones with clipping.
Also, yeah, I'm fairly desperate for money, the gist of the situation is I'm getting kicked out by next October and I have severely fucked up sleep, so I can't maintain a daily job. An art job is the next best thing since I'm ok at drawing and polish currency is weak as fuck, so making enough dosh to survive would be easy with dollars.
Business tips would be nice.

As for shit character designs, I've already dealt with that and I agree it's annoying, your instincts tell you to make the colors nice and balanced but it's not exactly possible when a single nipple of a character has all the colors of a rainbow with 150% saturation.

i would love to fill the void so many people have in the hearts when it comes to PC farming sims with deep mechanics

im at office, my job is boring as fuck, NO CHILL, i usually spend the whole day thinking of my game and can't fucking focus

i almost see that as a form of prostitution, but no shame in taking desperate measures in desperate situations, i don't think anyone here will judge you for that
good luck user

BUT
IS
IT
FUN

Too bad, furniggers need to be put into the damn oven and the oven will be YUUGE.

not yet, the cooking system by itself has no win/lose condition, nor any challenge since its on debug mode with infinite ingredients
when i integrate it with the faerie village i will have both work together as a minigame/feature demo
faeries collect ingredients -> manage village and cook for faeries -> happy, well fed faeries with each day being harder and harder until you all starve
the full game will be much less cruel

Eh, I'm not gonna say it's respectable, and it certainly is desperate, but I don't understand why it's prostitution, you could say that about making money from any sort of skill, porn just seems to be a niche with lots of people willing to pay. Plus I like lewd shit in general, I'd draw it even if money was not a factor.

I agree.

lemme know when you have to debug it and feel the urge to kill yourself

speaking of cooking sim :DDDDD

So I want to try an get out of ideafag status and actually try and make something. Having no knowledge of coding and only a mediocre knowledge of math, where should I start? Are there any books, videos, or websites to really help get a grasp on code?

I figure I'll make something small with GML first and move on from there.

no souffle no game

when i transfer it to unity i will rewrite the system, now that i know everything i need
i made the whole thing while researching/figuring how should each recipe work, since they have different processing methods and alter ingredients in different ways

WE MAKE PIZZA
SOUFFLES AREN'T IN THE SPECIFICATIONS

i would suggest starting with C#, its one of the simplest and most powerful languages
Get visual studio community (free) and look for tutorials (making your first C# app or stuff like that)
If you don't know shit about programming might be easier to study the basis once you have some simple code working to serve as an example, its always faster to learn by making something than by understand the theory

How are you going to survive in this cutthroat market without diversifying, Antonio?

Kill yourself degenerate faggot.


Don't do that. Do anything but that. GML is a retarded language that obfuscates how things work for children and retards. Go watch a tutorial on how to make Hello World in Python. Then learn about data types and what OOP is. Then try something lower level like C# and then C++. Never ever start with GML.

I want to say, never start with GML. 100% true, it's still programming but you really must learn at least two programming languages work, just the basic stuff to get the idea. And THEN use GML. Now if you keep shitting on GML that's your choice, but it works, it has a ton of functions, it's good to make a 2D game. Much better than hipster love2d or crap like that.

I learned "programming" by using Multimedia Fusion, which is an UI based engine.

I always say this, but a lot of people tend to disagree so maybe I'm different, but I think it's always best to go with whatever is easiest for you to understand. You don't have to go with the "best" solution right from the start, especially because that solution tends to be much more difficult to learn or understand.

Learn to get shit done first, then worry about doing it "right".

Sounds like you got the same outlook as me.
Speaking from experience though, you probably won't get any clients until you've made a bit of a name for yourself, which can take a while. It's a business like any other.
Leave me your email or something. Don't want to shit up the thread with non-dev related things and I don't want to out myself.

Opinion invalidated.

C# it is. Guess it's time to jump through the initial hoops to learn coding…

about how much time should I expect to put in before I begin to know what I'm doing and can start making a small vidya on my own?

start by pumping out cookie-cutter shit by following tutorials

you can have a ball rolling around, avoiding obstacles in an hour if you're completely new
after a few thousand hours of work you'll understand the underlying mechanics and be able to mentally separate the engine from code

...

Gotcha, I'm off to go look around for some good tutorials and books. I appreciate the help guys.

Depends, some people have great affinity for programming like my brother, if you like math or have autism you will be fine, if you are the "creative" type like me you will struggle, but its not impossible
be patient and don't give up, thats the most important

Go back to reddit

I'm on my second of three days off, and the moment I got home yesterday and had a soda, my jaw has been hurting ever since. Not enough to stop me from devving, but enough that I might have to get my wisdom teeth out on short notice. Not fun.

my jaw is dislocated, it was very painful at first, but now its just annoying. It has been an entire month like this already, the dentist said it will heal by itself, but its taking too long

Give me good rigging and animating tutorials, it's the one part of 3d I always get too lazy to learn. Preferably Blender but I'm sure the basic concepts apply to all programs.


I'd rather not give my email here, but I agree, I'm working on some projects for getting more exposure and I'm ok enough with 3d so I think I could attract at least an ok amount of clients/followers if I made porn animations, even if the commissions won't be 3d.
I'll shut up about the furry thing for now unless I'm making a porn game or it's relevant.

You could just make a throwaway email or a work email or whatever.

[email protected]/* */
Alright, shoot.
Forgot about those somehow.

Alright. I gotta walk my dog, check your inbox in like half an hour.

The absolute madman

Do you have a proper name/concept for what this enemy does? I really dig the floating skull helmet and want to fucking steal it and respectfully reference it in my own game

boss is not arround
QUICK POST LEWDS

They're called Maras and they're a mishmash of ideas from folklore about nightmare causing demons.
For now, just a basic melee enemy for a small demo I'm making to learn. I'd like to eventually turn it into a full project which would be a first person shooter based on dreams and sleep, where they'd probably have a more interesting role.

Email is out, fam. Hope it helps.

I just realized I haven't done shit all day. Again.

I hope it's forced yiff.

I hope it's in HD

Huh, found this in my old videos.
Actually looks a lot better than I remember

Holy shit, how?

KURWA

Having to rely on an weird solution using ODE will suck a bit but it's better than rolling my own specialized physics code which I'd probably fuck up or relying on Irrlicht's built in gravity which assumes a certain direction is always down. I honestly know jack shit about how most space games implement stuff and I'm mostly going off the kind of space game my childhood self wanted while living in the middle of nowhere without internet access or much exposure to pop culture.

A lot of fucking time depends on how much time you spend a day obviously but id say at least a year before you really start to get a feel for things

Here's some stuff for reference you can learn about

msdn.microsoft.com/en-us/library/x53a06bb.aspx

msdn.microsoft.com/en-us/library/6a71f45d.aspx

Most languages more or less have these same list of things. While it won't necessarily transfer 1:1 to another language, a lot of it has significant overlap. Plus it gives you a good direction of tricks and things to learn and more importantly why the language is structured this way.

I've bought several books on C# and have been using it for a good number of years, so feel free to ask if you need a detailed explanation on something.

SIEG HEIL

Thanks for the advice, man.

The day's not over, get to it, user!

no that's gay

I'm kind of stuck thinking of how to organize things. I don't want my dungeon to just be flat cubes, that's boring. Even though it'll just be an XY grid, some variance will make it look interesting and varied.

My original plan was to take each texture subimage, make a quad out of it, and then use a series of matrix transforms to place it as needed around the map. This works great for square, boring dungeons.

If I wanted slopes, arched ceilings, that sort of thing, I basically need to make custom meshes that aren't one-size-fits all. But then to keep it with the Matrix approach, I'd have to make several different meshes. It also gets complicated when textures are animated, like water or lava.

Do people usually generate meshes during the draw step, or are they all pregenerated ahead of time? Like, to make an arch, I'd have to distort the ceiling in a particular way but then I'd have an arch-shaped piece of geometry with a specific texture.. not very reusable.

Ignoring the mess of presentation, does this resemble stairs?

It looks like shit to me, son. Here's some helpful development resources.
>Be a Toilet Slut - cosmictrigger4 (TTS-female) a.pomf.cat/hlydsb.mp3

>Toilet Obsession - cosmictrigger4 (TTS-female) a.pomf.cat/klqenn.mp3

>Sissy Poopy Time (caution, may really work!) - Brand_X (TTS-female) a.pomf.cat/tealjy.mp3

What the fuck are you doing you nigger.

You faggots should be grateful for such enlightening resources.

i saw them nigga.

Tor users can't delete their own posts, faggot. The hotpockets are discriminating against cooking user so we can't learn the secrets behind his masterful data-oriented programs.

Just admit you pasted the wrong links and it will go away quicker user.

Yes user, someone specifically booted up Tor and pretended to be a guy who never posted here through Tor, then posted weird fetish links on accident.
This totally isn't a troll.

it's pure gamekino lads

wew


Which fetishes?
I wanna call him out on his shit taste.

...

But what was >>11402584 ?

It's not on my screen

...

pls help

move() still doesnt work when using a camera

rip

Someone needs to gas that guy.

You must be genuinely retarded.
You've been complaining about the same issue for more than a week and when someone tries to help you refuse to cooperate.

I did cooperate u nigger, kill yourslef

also i haveh ad this problem for around 2 months

Leave Yourslef alone! He's suffered too much already.

Post your script and tree of your scene.

go back to your usbreddit


i already have

I wouldn't ask you to if I had seen it.
Do it.

really makes u think


(under fixed process the code for moving is there, which when a button is pressed, move() moves the character)

Copy and paste it.

Why not just draw it on paper? That's what I did for all my systems.

What races are good for a roguelike?

i told you what it is, you are the retarded one

...

What game are you trying to make? Platformer? Top down shooter?

I am just trying to get a square to move on a screen

Just do copy and paste it.
It's the simplest thing you can do.

fine faggot
if Input.is_action_pressed("player_up"):
move(Vector2(0,-10))

the issue here is not that the player can't move, this does let it move, but it cant move outside of the little box created by the camera2d which can change sizes when the drag margin is changed

What do you expect to happen?

just have the camera follow the player instead of locking it in a box of autism

Simply uncheck H and V of drag margin?

it works thanks

didnt work before for somre reason

Are you fucking kidding me.

dont ublly me

...

Wait, this was the solution to poor user's camera problem that he had for over 5 threads?

You had this problem for how long and you couldn't just play around with some check-boxes in that time?

Is this what you want? Took me about 30 minutes make it.

Three day ban from /agdg/ on halfchan for posting pic related. Fucking prudes.

I guess I'm stuck just here for now. I'd prefer here, honestly, but it's a lot slower

Okay faggots, I need your hot opinions
Which style of map display is most legible at a glance?

Pink arrow is the player, doors and secret door should be obvious, some tiles are explored/unexplored, and the swastica is a rotation hazard

Then why go back?

You don't get to double dip faggot.

...

Top right, if the thing on the right is supposed to be a double sized room.

Yes, it is a double sized room, didn't even realize that.
I'm partial to the bottom middle one, since it subdues the walls and makes the doors/hazards a little more obvious

Like I said, they're faster. Like if I'm totally fucking confused on how to proceed I usually just go to them because there are more people posting.

Is that right?

The community is actually worse than reddit. The amount of underage infesting that shithole makes it impossible to have any decent conversation ever.

Here's my hot spicy opinion

Rooms should be outlined in grey. Objects of interest like that hazard should be white for maximum clarity

it wasnt working before, but now im starting to think it actually was owrking when i had checked them of the first itme (only did it once) and i just didnt notice it was moving because the background was purely grey

not sure why i wouldnt notice how it wasnt stuck in a box before

I like screaming at faggots, though. I got some good advice sometimes too

Yeah that's right.

Well I can't really see the double size room in the middle bottom one, seems like an important distinction to make.
In that case you can go top right and make hazards red or something, unless it fucks with your artstyle.

imo, halfchan's /agdg/ goes by way too fucking fast for any half-decent questions/answers

last time i checked was when some micro-eceleb got butthurt and started pointing fingers at some namefag that wasn't even there

Just don't be one of those anons who uses this site only because he got banned, then goes back when the ban is up.

what do i do with myself now, i feel like i have lost all puirpose.
so man y things i could do, i cant choose.

Nah I come here often. Usually I have both /agdg/s open


Usually just the act of explaining things to someone else helps me figure it out or someone points out something real fucking obvious. I'm not at the point I need really nuanced answers

And yeah, I'm getting REALLY sick of the autistic freakouts over namefags or certain games. I've been going to /agdg/s since Halloween and I still have no idea what the fuck they're all so aspergered about

Make a game you like so you want to work on it

i dont know where to start, all i ahve is movement

What do you like to play?

The "floating" squares are from visiting the map cell for the first time. They are infrequent and easily removed. It's mostly going to be a solid black. As for hazards, the source game had a few in white and other colors; I'm keeping stairs as red, though I can see the logic in making the geometry greyscale and points of interest more colorful

Here's one with a subtle dark outline around the walls but I think it makes it too thick.

i dont like videogames

but i was thinking about making a coop tacticool game but i never learned how 2 online and i cant find any tutorials on how to make online games wit hgodot

...

multiplayer*

TODO

that reminds me of this

...

Ough

Have fun with that

What's fun is that "ough" can be pronounced 8 different ways

Right?

Much like the faggots who got a journalism degree and could only find work doing videogame journalism, maybe you shouldn't work with videogames if you don't like them

Gosh you wouldn't think getting a widget button to react to a right click in the same way that it reacts to a left click would be needlessly difficult

But you'd be wrong

the only thing i like doing is vegetating and browsing imageboards

Mine on the left, other game on the right.

I like the look of theirs better, probably because of the thinner walls, but it's on an unusual 13x13 grid that needs special casing to place doors and stuff, it's weird.

I need to learn Java for university so i started writing my own engine using OpenGL. Set out to make a simple multiplayer strategy game, sort of like Total War but realtime, or like a heavily simplified Paradox game. You have your provinces, towns and armies and go up against other players trying to conquer everyone. It was more work than i thought to get even simple shit working, but now that i have an engine that does most of what i would want from it, i don't know how to start with the game portion of the project.

I do have a lot more on the list for the engine, but im realizing that i have no idea how to make the game itself actually fun or skill based. Full on battles like in total war are out of the question, so im trying to think of some sort of abstract fighting system that would make battles interesting, as well as general strategic systems, as in resources and what players have to do in order to get an edge. Appreciating any comments, webm related is how the game looks right now.

Well fuck you for having a nicer project in less time

The best RTS I've ever played is Total Annihilation, and forged alliance is pretty good too.
The mainstay features is the customizable cap of units (from… 500 to 2000 unit cap, or even higher with mods), and the ability to have different types of units (naval, air, land) w/a wide range of specialties for units (for air… something like, bomber, air superiority, scout, anti infantry, and "super class" units which take ages to build, but can change the tide of battle).
Each of the buildings you can have for say building units, energy/resource storage, energy farming/resource farming, defensive/offensive buildings, etc comes with tiers that you need to unlock (i.e. research, via the commander unit, as I will mention below), i.e. T0, T1, T2, T3; each with variations of that original T0, but beefed up, and possibly more variations (f.e. u get access to a mixed anti infantry + anti armor class craft).
What's interesting is having say a thousand T0 units and overwhelming a squad of T3 units due to sheer numbers. As the unit cap + resource cost comparison makes strategies like this viable; which really changes up the battlefield compared to other RTS games.

Although, a major difference compared to most RTSs (except the huge unit cap) is the idea of having a central "commander", which is like you uber starting unit, but comes with various pros/cons; if it dies it exploded like a nuke, and in a lot of cases is an automatic losing condition if it gets destroyed. In addition to the point that it's like your central research, offensive, defensive, and builder unit as it's a jack-of-all-trades; although it's extremely valuable and you don't want to lose via gambling with your commander on some offensive raid.
So in short, it adds a new dynamic to the RTS, and it really can change the fundamental tactics one uses early/mid/late game due to the idea of having a central commander unit which can lose or win you the game.

There's also the idea of controlling "resource points", which are like deposits of minerals, hydrothermal vents, and various other things; which adds a neat dynamic to an implicit need to control one's territories; although it's slightly different most RTS games due to the point of having "tiers" for resource gathering buildings, storage units (for resources), and various other factors that can make far-off resource gathering unviable (say, due to the enemy having an array of long range cannons).

There's really a lot to that game, and a lot of various mechanics that makes it pretty deep when it comes to an RTS; while being quite different than the norm of the RTS (f.e. starcraft is imo extremely simple mechanically compared to total annihilation, and WAY less fun).

White tiles are solid rock. Your character basically becomes garbage permanently if you teleport into them.

Anyways, which tiles look nicer?

...

What does it look like with grey lines separating the black tiles? Both feel "almost" right but I can't put my finger on what is missing from each.

fugg

What if I just lurk 4/soc/ just to socially engineer normalfag girls into giving me nudes over kik?

you now realize those are all dudes roleplaying with girls nudes they got from other dudes roleplaying as their ex's.

what is the best filehosting site to upload my shitty meme game to? mega?

What, like this?
It looks like ass

Er is for

Aight boyz

I've hit a roadblock. I'm using C++ and I have a variable _window declared in my header. In the constructor of the object (in this instance Game) I take the variable and set it up.

HOWEVER it looks like it's creating a whole new variable and my loop dies since its based on the variable being live. Below is my header file with the classes constructor underneath and the run method that has the _window based loop.

Any help would be really appreciated!
class Game{ private: void update(); void render(); void processEvents(); private: sf::RenderWindow _window; // Below might change later int _char_x; int _char_y; int _cur_char_x; int _cur_char_y; AnimatedSprite _girl; sf::Sprite _char; public: Game(); void run();};--#include "Game.h";Game::Game(){ // Creating the window and giving it resolution, a titlebar, and a style sf::RenderWindow _window(sf::VideoMode(640, 480), "SFML Tutorial", sf::Style::Close | sf::Style::Titlebar); bool _game_Text_Input = false; // Call this once after creating the window to get a 60 frames per second _window.setFramerateLimit(60);}void Game::run(){ // Game loop starts here while (_window.isOpen()) { processEvents(); render(); }}void Game::processEvents(){ // Event loop for window events, key events, etc sf::Event evnt; while (_window.pollEvent(evnt)) { / Blah blah blah lots of event checking goes here }}

Wait I'm retarded, you probably meant like a buffer around the rock tiles (bottom right)

This is actually really hard to implement with the way I'm doing the tiles

Please note I'm not actually that retarded that I don't have a space betweehn the Header Type and _window that was an error with pasting

Yeah, that's what I meant. Does look better imo, but bottom left is aiight too. Top right just feels a little too black compared to the grid background, iunno. Not a dev, so don't take my word for it.

What are some good FOSS engines that export to HTML5?

Well here's the game I'm borrowing from. I'm fond of the bottom right myself, but like I said, it will be quite difficult to do unless I have like 16 different variants for the rock tiles, which seems excessive (since all other features get 1 tile).

Failing that, I would rather do the top right, since it's closer in aesthetics

...

Wot

He's calling your code B^U

Well he's a B^U

Fuck me, can't unsee.

It's not saving the collisions I made either, it doesn't seem to have saved anything other than the sprite. I have it set up just like the gamefromscratch tutorials

Wew boyz,

After playing around with it I was able to fix. The assignment pointer (or whatever its called) for sf::RenderWindow is lost so you can't assign one to another. However, it has a .create() method that allows you to declare the type without actually creating the window.

We back in business boyz

Just you know, lost a good hour trying to fix this while re-factoring.

lol in the nigger shit called Spring RTS those cunts keep comm bombing each other, they do that so much that the mods had to put a feature for anti-comm bombing.

(checked)
These double dubs don't lie

Holla Forums pls go


You're declaring a new, local variable of the same name in Game::Game(). TryGame::Game() : _window(sf::VideoMode(640, 480), "SFML Tutorial", sf::Style::Close | sf::Style::Titlebar){ bool _game_Text_Input = false; // Call this once after creating the window to get a 60 frames per second _window.setFramerateLimit(60);}instead.

that's why it's an automatic lose condition if your commander dies in good gametypes; it's too exploitable if it's not.

Godot exports to HTML5, but last I heard the HTML5 exporter had performance issues?

And speaking of Godot, how bad is this platformer player script?
lpaste.net/349618
I wanted it to follow slopes, but I didn't want to roll my own collisions

how do i actually make a thing shoot in an arc

With grabbity.

Either with forces and gravity like said. or if you have a stationary object and goal and a specific arc you need the shot object to follow you could define a spline path.
And if you want accurate air resistance, have fun implementing pic related into code.

Couple ways off the top of my head:

1) Give it an initial velocity and increment its velocity's y component by some gravity value. This is simple and fine when you don't need super precise physics

2) Have a set x velocity and update y according to a quadratic equation you precalculate when you fire the shot. If your shot's y velocity is b (positive = up), your equation would be (gravity / 2)t^2 + bt + c, where c is the initial height, and t is how much time has elapsed since firing. This one is less flexible than the other one (harder to add other forces), but it gives more precise control for e.g. hitting a specific target. If you want it to be able to move after colliding, you can give the shot different movement states, one for the parabolic flight, and another for ordinary "game integration" movement that you switch to after colliding.

3) Advanced integration methods (e.g. Runge-Kutta): Works like (1) but is more accurate, enough to hit your mark. However, it will be several times more expensive than (1) or (2). Might be useful if you have interesting gravity/forcefields like ODE user did, though solving an ODE may or may not give you more efficient motion depending on what the solution is. But you won't have to solve any ODEs. The catch is your fields probably need to be roughly continuous, and I'm not sure how well Runge-Kutta works if fields change over time.

Pretty much what said but don't do it by frame. Measure the time that has passed from one frame to the next and use that change in time.
So in 2d you would have a velocity x and y value, and every frame you multiply your gravity constant (-9.81 m/s^2) by the time that passed from the last frame and add that to your current velocity y value. Then you use that velocity in determining the position that you move your projectile that frame.

If you don't need totally accurate physics, and most games don't, you can implement something roughly similar with much more ease by reducing the objects velocity by the current velocity times a drag factor between 0 and 1, though it should typically be much less than 1. You can also use half of the square of the velocity to keep it more in line with realistic drag, but you have to choose your drag coefficients and your speeds much more carefully in that case.

I guess I should have been more explicit about making it by time, but you're still doing it every frame. Speed and acceleration are already measured in terms of time, so if you aren't taking time into account, you're not using grabbity to begin with.

First half of this was meant to reply to the air resistance part of

Deutsche raus!

How do you enforce the 60 fps limit?

I know user, I was just jokingly posting something overly complex.
That's not even the formula for calculating position at time T, it's for calculating at what time T the ball hits the ground.

Only 8 hours until i can go home and dev

10-34 hours here depending on certain circumstances.

KEEP UP THE GOOD WORK, NERDS

suffering

So YOU'RE the one that stole my passion for dev
Time to give it back
;_;

Y-you too.

after i finish my game and at least 2 expansions
today im adding macarons

Taking this java class, and another java class I had, really have taught me how much I hate the language.

I had a problem so i used java, now i have a problem factory.

Eh whops, I fugged it up again meh I will do it again later I cannot be arsed to correct it.

what program? looks useful

Substance Painter 2

neat, thanks

At least you learned more than every programmer who likes to use Java.

I might be biased, because school is the best place to go to hate a subject.

I discovered I actually liked doing math on my game, which I hated before

I AM RAGE INCARNATE

Here's a neat tip,
if you got locked out of your VS you can still compile things on the command line.
In general you are absolutely right tho, MSVS is the purest cancer.

Get the community edition, not the free trial

this is the community edition

weird i don't remember having to do any of that

Really? I was locked out several times. Either because my email was no longer valid (2 weeks without providing my phone number to MS) or because my VS license expired.

they do ask my phone when i try to access hotmail, but i always say "later" and nothing bad happens

well i'm not sure
initially i think i had VS installed with unity, so i don't know which edition that was
but it's license eventually ran out (more than a month though)
but then for whatever reason, it failed to update my license through VS, turns out my account was locked
so i have to send them my phone number to unlock it
of course they respond in a >timely fashion of about 3 hours or so
however by then i've already gone insane and just tried reinstalling
and then for god knows what reason, the installer installs the wrong redistributables, and fails to finish setup because of that
then i had to contact MS support, they tell me to repair/reinstall my redistributables
try that, doesn't change anything
contact support again, this time they give me a program which removes all instances of VS on my system
repairing/reinstalling the redistributables still doesn't do anything
BUT
i try to repair VS rather than reinstal it
this time it instals
and lo and behold, it works… but doesn't come with c++ templates
so now i'm reinstalling the thing for like the 3rd time now
i stayed up till 4 am yesterday waiting for it to finish installing only to realize that it didn't come with c++ templates
and don't even get me started on the pajeet from support telling me to give him remote control of my pc so he can fucking turn windows updates on

maybe its easier to install the old version and download the newest instead of updating/repairing
i used both 2013 and 2015, no trouble with any

i hadn't considered that
but even so, i'm using this for university purposes, and everyone here uses 2015, i don't know if there's differences in the libraries

oops
i meant uninstall the old version

Here's what I did, took quite awhile, about 10 minutes:

Was quite a complicated task though, I mean damn, that installer is very trickyyyyy

it is when it installs the wrong fucking redistributables

then download all of the "correct" ones from the dev center… and install them.
no ms account needed at all

I use VS 2010 C# Express Edition
Theres one for C++ too

...

reading is not your strong suite is it?


enjoy your outdated compiler

>sarcastic reply
wew

everytime

...

Install monodevelop

What was said:
What that means when sarcastically said:
What user replied to that:

Sarcasm doesn't change the fact that that post was plain wrong and didn't pertain to the problem at all. The fact that you two did not understand this makes me think you're more likely to be autistic than the guy with the VS problems. Through frankly we're on a fucking imageboard posting in a gamedev thread, we're all autistic.

I don't like to identity post, but go check this shit out: blog.xunie.ovh/2016/09/cc-environment-on-windows-in-20-minutes.html
>comes with a bash shell and terminal emulator, mingw32-make and cmake

fokin wot

What's a compiler

From a C# background

== checks for value equality in value types, such as int or floats, while it checks for reference equality in reference types, such as any other object. While .Equals always checks to see if it's the same instance. Or vice versa, I forget which is which, I always end up using == in practice.

Oh you're using Java

stackoverflow.com/questions/8777257/equals-vs-arrays-equals-in-java

Why does JavaScript have an === operator please send help

Because the following are all true in javascript.
"1" == 1,
[[]] == 0
"" == 0

See:
dorey.github.io/JavaScript-Equality-Table/
destroyallsoftware.com/talks/wat

Is this intentional

that's some haskell-tier code right there

HOW THE FUCK DO I CONTROL THE SCOPE OF MY IDEAS

Every time I try to come up with a minimalistic game concept to work on, I start to get ideas for how to make it more interesting.

I wanted to pirate cooking user's game idea and make a cooking game, just something simple where you buy ingredients and click recipes to cook shit, and then sell the food after it's done cooking. But now I can't stop thinking how much better it would be if you actually had a restaurant and could buy furniture and ovens and shit and place them into the restaurant, and buy decorative furniture and switch wallpapers that affect your profit.

...

...

Half the people who complain about JS seem to be people who didn't bother to fucking learn it correctly. Like using == instead of === so they're not getting an exact comparison, or creating global variables because they're not using var when declaring variables.

The more experience I get with programming, the more I revile languages that aren't strongly-typed. Scripting and dynamic languages have their uses, but I wouldn't make a game out of them.

I was more pointing out the inconsistency in Java with


Nah. Just cramming for a final. I really do not like this language.

Try to think what would make the cooking more interesting instead of what surrounds it. Think about what the core of the game is, and focus on it.

...

Who can blame them when most resources teach them bad practices? The language certainly has neat features but I can't help but feel that it's been compromised since day 1 when the execs said "lisp is too weird".

What's going on there

Linux or Windows? Many of you seem to be making custom engines, which is why I am asking.

Just so you know, is correct, but there's more to it than that. I'll assume that you don't know what the stuff after the colon is, so I'll explain. The stuff there is called an initializer list. It's basically a list of comma-separated calls to the constructors of the members you have specified. So when user types _window(blahblah, blah) that means that when the Game() constructor is called, the constructor for sf::RenderWindow is called with the (blahblah, blah) arguments at the same time. The reason this is necessary is that C++ will automatically default-construct all members of structs and classes for you (there's no opt-out of that afaik). So if you don't explicitly construct the RenderWindow, the constructor with no arguments (i.e. RenderWindow()) is called automatically. In the case of RenderWindow, it does nothing and you have to call create() to actually create a window, but you're bound to come across a class that either does something in the empty constructor or doesn't have one. In the first case, what will happen is you'll call the constructor twice. Once with no args, then the second time when you assign the member in your constructor. That may not be what you want. If nothing else, it's inefficient. If the member in question does not have an empty constructor, you'll get a compiler error, because C++ will refuse to leave a member uninitialized. For classes you write yourself you can provide an empty "does nothing" constructor (even though that's technically unsafe, but w/e) but when you're dealing with libraries, it might be a different story. I recommend using initializer lists as much as possible.

linux with a virtual machine?

Loonix

GNU+Linux m8

both

...

...

Stallman?

Thanks buddy how do you know about time though


Never played TA, just a lot of Supreme Commander 1 and Forged Alliance. What i like most about SupCom FA and hated most about that they took it out for SupCom 2 is the resource flux system or however they called it, that you don't need to reach a threshold to build something, but instead that things are built slower or faster based on missing or excessive resources, and the amount of assigned engineers. It makes you balance a lot of factors for the most efficient play, since you don't want your bars to be full because you'd waste income, but you don't want them to be empty either cause you build less efficient and in case of energy your facilities start failing, all the while having more mechanics and parameters than most RTS games, like radar, sonar, radar cloaking, radar jamming, shield generators and so on.

However im afraid that a full on engine like that with all the calculations and mechanics necessary for what is happening is way over my time budget. I hope to find a way to have these sophisticated mechanics simplified or distilled down into a simpler project that is feasible to work on while studying CS, but that'll still be worthwhile when finished.


Du Adlerauge.

Pennt der Michel immer noch? Scheiße man Ich kann heut' zu Tage besser Englisch schreiben als Deutsch.

Do you use GLFW or how do you handle windowing, user input, etc?

Sorry m8 but I can't program for shit, I just wanted to bud in your question :^)

t. Blendoo user

When I made my window handling I was insane, so I used X11 (the default window manager for linux) and it was terrible.

Geht mir genau so. Warum gibts so viele Kartoffeln in AGDG? Ich dachte wir sterben aus.

Source on this image?

sfml handles user input on both windows and linux without any work

Kein Plan Mann, aber Ich habe hier schon für ne weilchen geposted bestimmt ist es jetzt eine Jahr her oder so.


Was ist mit dir los Moische, ist der Ofen zu kalt gewurden für dich?


I got it from Holla Forums.

Ich bin auch schon seit dem Exodus da. Mir ist nur nie aufgefallen dass es so viele deutsche devs hier gibt.
Wenn einer von euch 'nen 2D artist braucht, sagt an. Ich hab nichts zu tun.

Man braucht halt ne gehörige Portion traditionell deutschen Autismus für dieses Hobby.

Heh, Ich bin hierher gekommen nachdem STI sein 4chon Seite geschlossen hat, zugegebenermaßen war ich bei denen ned so lang mhm naja kann man ned mehr machen. Bist du der user wo solchem Cowboy/Western Sprites gemacht hat vor paar Monaten? Hab sowas schon 'ne weilchen ned mehr gesehen.

Außerdem wüsste ich ned unbedingt wozu ich eine 2D Artist bräuchte außer vielleicht das mein HUD ein bisschen besser aussehen würden da ich größten teils mit Blender arbeite und kürzlich auch mit Substance Painter 2.


Mir ist noch grad aufgefallen es könnte auch sein das ich vom Südlichen Deutschland stamme und daher mein Schriftweise nicht ein reines Hochdeutsch ist zumindest hat einer meine früheren Deutsch Lehrerin so angedeutet.

haha benis :—DDD

Jo, das bin ich. Ich mache in letzter Zeit nicht sehr viel mehr als über die Story/Charaktere grübeln.
Same, wo genau?

för helvete :DD

Achso, ist ja schön dich hier wieder zu sehen.
Baden-Württemberg aber mehr sag Ich dazu nicht.

Cool, bin auch in Ba-Wü. Is ok wenn du nicht sagen willst wo dein Haus wohnt.

Anyway, I think that's enough krautspeak.

At least Google's translate function works reasonably well. It's almost worth the botnet and privacy invasion

Deutsche sind eben die geborenen Videospiel entwickler.
Amateur German Development General

You're not really missing much. I only said I'm not really working and anything and we found out we live in the same province.


We don't have many developers though and even fewer indie ones and even fewer who make good games. I only know there's that group in West Germany that makes that Cross Code game.

I am an amerifat but whose parents came from Baden-Wurttemberg. Does German have a large demoscene?

Not that I'm aware of. But to be fair I don't know any coders either.

demoscene seems mostly centered around Europe too.

Like I said, no idea. Seems to me Germans are either all business all the time or so liberal they can't make anything interesting.
All I know is we're the capital of furries in Europe. We really have a lot to be proud of.

One of the greatest demos every.

And in the meanwhile I gathered some tid bits about the furniggers inception, it's not much but a start as I always wondered where this shit is coming from.
What really disgust me that there are furniggers who subverts the elements of NS/National Socialism and drawing a highly degenerative "art" of it which coincidentally got posted on that kike furnigger thread that wants to sell textures for some money.

The dudes behind .Kkrieger and all their other demo stuff was a pretty great work of what they have achieved.

That's pretty sick. I guess I can't really contribute or talk about it since I'm purely a 2D artist though. Most of the stuff I look up to is pixel art from the last 2 decades.


I think some user, who drew furry art in the 90's to make a living, posted about this a year back. He said it started when they advertised a convention (if not the first furry con) in gay magazines. Kinda snowballed from there.

Eh I have read that part already, now that you mention it I forget to screencap that part. I took some freedom and edited your post a bit by deleting some irrelevant part.

Ok finally home, time to implement macarons
i never actually ate one

Where's your game, /agdg/?

Even the PM of Canada can make a game! Coding is easy!

archive.is/z6yjw

Yeah nah fug dat shit mayne.

I'm working on it instead of shitposting.

It's a hard path.

Everyone needs a break to shitpost sometimes

I'm working too. Trying to understand why my game refuses to recognize the shift button is held down without needing to be told twice. Oh and why my stack splitting isn't splitting the right amount

Alex, how much does a crystal ball cost that can help me debugging a error.

I'm actually trying to do a shitpost version of this game.

r8 my game lads

mega.nz/#!p0Rx3TAQ!ONMp-YYgbPhEXPVGpFK3C-vjusQl8XCRmjLJNQ8TnqE

virus scan:
virustotal.com/en/file/85fbe3573054ee677062382a1ffa3071c158553b4a9e3b83e7e47a779c3a6712/analysis/1481150544/

Crashes when I talk to the goblin.
I rate AGS/10

fuck i wish i could add more, but i can't focus right now at all
everything hurts

Get some sleep, cookinganon.
I'm still working on assets for you I've just been busy with finals.

...

fug
fixing it now

mega.nz/#!8kAwBKLZ!ls_GSL6b3qESZM9ToiTOvxIp5bpiyBc22lfbKj0uz9M
there

are you making icons? damn user thanks
i will pay you when i make the indiegogo campaign

...

I like how everyone is calling it a Canadian migrant simulator

Also here's some trash that made front page of Imgur
imgur.com/gallery/blrucmS
Wow another walking simulator

In other news, my jaw still fucking hurts, this is day 3 and I can feel my wisdom tooth throbbing. I went to a dentist today but they aren't taking new people until fucking February. So… not sure what to do. Free dental clinic? Wait until I die and hospital?

you too?
my teeth have been killing me all day long, and no amount of pills can make the pain stop

I want to dev, but I can't focus because of the pain (probably a constant 3, sometimes 4) and headache. I've tried sleeping it off, but I've slept too much and can't sleep now.

...

Man I have the WEIRDEST math bug

So I'm trying to implement stack splitting in the inventory using Unreal 4. When you shift click a stack a text input window opens and you enter in how much from the stack you want to take.

Well in a stack of 4, if you take 2, it takes 2, if you take 3, it takes 3, if you take 4 nothing happens because I haven't bothered filling in what happens when you take a whole stack and that's the max size I have it set at just to make things easier to test max size items

BUT

If you take just 1, you take 1, but the object you took it from behaves as though you took 2. That missing item (It's actually a int value but whatever) basically no longer exists anymore and it never comes back.

BUT

If there's only 2 items in the stack you CAN take 1 and have there still be 1 left in the stack. This is only true of 2 and not true of 3 or 4

Pic related. It's literally the only math involved in stack splitting so I don't get what the issue is. It's like some code gremlin wrote something that only fires when the provided number is 1

A dark vision of things to pass.

Show Holla Forums

This picture is incomprehensible to me

I don't know. What if you changed it to just > instead? I was gonna suggest an n++ bug somewhere but that doesn't look possible

I don't use UE blueprints… I can't exactly tell what's occuring there (I get the gist of it), but if it's really just simple math there's a few things that can go wrong.

Either, you're not actually updating the visible text value (I think there's a conditional there to update it), and the actual int value itself is updating (thus, change seems to be "invisible", due to the text not changing). You can test this via doing a console or output log of the actual value, and the text value to compare if it's doing the above.

Next, is the type of actual math you're doing here… as conversions from ints to floats and such can cause errors like this (rounding, causing small but noticeable error in outputs).
So, in short, any divisions, multiplications, or conversions from ints to floats n' such?

If I saw the code itself, even if my C++ is a bit rusty, I may be able to figure out what's wrong.

correction

Call around to different dentists user.
It's best to solve that wisdom tooth shit fast, and you can get back to dev'in asap; also make it clear to the dentist you're in pain and they'll work to fit you in.

Preferably for that type of tooth pain it's best to numb the nerves themselves.
Which is a temporary fix, but it helped me when I was having wisdom tooth pain (before I had them removed).
Get some of that liquid tooth numbing agent at any local drug store.
It helps immensely, just don't get any on your tongue haha.

Lucky for you I understand UE4 Blueprints. Let me see if making some psudocode can help me and other people understand your problem. Tell me if anything looks wrong here.

Split Stack Size (SSS)Current Stack Size (CSS)Held Inventory Actor (HIA)Current Stack (CS)if (SSS >= CSS){ }else{ HIA = SpawnActor(stuff) HIA->CurrentStackSize = SSS CS->CurrentStackSize = CSS-SSS}So lets plug in some valuesSSS = 1CSS = 4if (SSS >= CSS) : if (1 >= 4) = false{ }else{ HIA = SpawnActor(stuff) HIA->CurrentStackSize = SSS : HIA->CurrentStackSize = 1 CS->CurrentStackSize = CSS-SSS : CS->CurrentStackSize = 4 - 1 = 3}
Looks like the problem is in a bit of code you aren't showing us, because this math works just fine. Chances are you are updating the variables elsewhere.


He's not doing any type conversions here, he's just dealing with integers.

The one I attempted today was one that my sister recommended. Gonna call the clinic my mom recommended tomorrow, before work. I have some plastic baggies with water in the freezer for later, but I look forward to some OTC drug love tomorrow.

I'm eating pizza. The pain has subsided a bit, which is strange.

Yeah this pseudocode is correct, and you're right that he's probably fucking up elsewhere.

Figures
I can't show the whole thing because it's spread across multiple pages and would basically be impossible to explain when not in person. Also I don't think it's being set somewhere else because there's only one small bit that executes when the split is entered and you're looking at the only bits that involve setting integer values
Oh well, just making sure I'm not making a super retarded mistake. Now I get to find some rediculously convoluted reason as to why this is happening.

Nah the value has disappeared entirely. I have the ability to merge stacks already and that missing value just disappears. Everything behaves exactly as it should literally except for that disappearing value

This is why you learn c++ instead of using bp. They're really really fucking shit to debug or even sort through for anything of a decent size.

mmmm yes, user bite me with your throbbing teeth.

I know, I know, but I'm just some fucking 3D artist who really wants to make a game and just has knowledge of basic programming concepts and not much else.

I did find something very interesting, though

For whatever reason, those times I get the missing value? The game creates two inventory actors instead of the single actor it should be creating to hold the new value of the splitted item

I have no idea what could be doing that because…

Waiiiiiiit a minute

Fuck this better not be the reason

Nah that wasn't it. Nevermind

I'm sure this extra spawned actor has something to do with it, though. I just have no fucking idea what's making it

Yeah so I jammed a printString in there for funzies

Turns out when the value passed is 1, the entire split stack part of my graph runs twice for some reason.

Good job user, you can do it

For whatever reason, the event that fires once the text input window loses focus or the player presses enter fires twice no matter what.

I don't really understand WHY a value of 1 was the only thing causing this problem, but a flipflop node only firing the code every other time it's accessed makes everything work fine

It's REALLY gross to solve it like this though. If the flipflip node is ever only accessed once the entire system will break.

That's not really fixing it then. Don't be a pajeet

FINE, GAWD

Alright

Water tiles, blue or light blue?

Blue is too dark. It gets muddied against the black

Well fuck I'm gonna have to take a break from the map tiles, I need to figure out what tiles I actually need 100%

I had a good map format set up, but then I realized I could extend it to have ice tiles and swamp tiles, and maybe a few more, on top of what the original game had. The complication is that hazards and features aren't always revealed. Things like anti-magic tiles and tougher-monster tiles need a perception roll to detect, for example. Fog won't reveal walls until you bump into them, etc.

This means I need to design an enum (probably a 32-bit int flags enum) that will define what features are present, and reuse it to define which ones to reveal when drawing.

Luckily, my tiles are 16x16 on a 32x32 map, which means a 512x512 region - just the right size to make it's own drawable texture region. Then I only need to draw to it when it gets updated, so it should be pretty elegant once it's finished. Also, 24 bits of map data at that resolution ends up being a nice even 24 kb per floor. Though if I have to extend it to 32 bits, that's fine, it'll be 32 kb per floor. Got a nice idea planned.

Ok, Flipflop nodes have an innate bool you can access if the output is A

I just set a branch (If statement) so if it's not A it cycles again and becomes A

DONE, MOVING ON.

Anyone know how to do a line trace in UE4 C++, assign those values to a FHitResult variable, then get values from that FHitResult variable? There isn't a lot of stuff online about this, and what I have found (such as ActorLineTraceSingle) doesn't work. Right now I'm doing the line trace in Blueprints and passing the result into the C++ function, but if there's a way to do it using just C++ I would prefer that.

Wait no, that's stupid. I might as well not have a flipflop

Oh well, I'll do it tomorrow. Some sort of bool or maybe understanding why even though it always runs twice it only causes an issue when the value is 1. But I've had too much to drink

Thanks! I was able to figure it out eventually.


Hey man,

I really really appreciate you dropping this knowledge on me. I no joke went and made my SpriteSheet and AnimatedSprite classes with an empty constructor because I was having a similar issue. Thank you for the run down on this.

Aight boyz,

SFML newb here again. What's a good tutorial on path finding assuming there aren't grids (its a top down 2d) and I want it to avoid obstacles. I've never done anything with path finding before barring those autistic the floor is lava java programming challenges before and that was with a grid in an array.

Also what is a good way to manage all the objects on screen and process their actions / statuses and whatnot. So far I'm thinking a helper object that serializes and goes through each object on the tick update and processes a step it would prune dead or non-activated objects and would prioritize the ones on the screen or in the proximity of the user (cause some bish far off screen doesn't really matter to player). Am I on the right track or is there another way I should approach

Normally wisdom teeths are not a bad thing, it's due to the skull shape that is somehow "smaller" in a way that the wisdom teeths don't fit in anymore which causes all those pain in the first place, at least that's what I could get out by skimming a topic at Holla Forums I think there is some few user over there which might be able to lecture on you that better.

Fuck dentists.

So your dentist at the first time couldn't figure out what was causing your pain at all? Damn that really sucks to hear, I hope you get well soon.

Here is a method I use in my game to determine what the character is looking at.
void APlayerCharacter::PerformSelectorTrace(){ // Prepare variables FVector StartVector = FirstPersonCameraComponent->GetComponentLocation(); FVector EndVector = StartVector + FirstPersonCameraComponent->GetForwardVector() * GetItemInteractionDistance(FirstPersonCameraComponent->GetForwardVector()); FCollisionQueryParams RV_TraceParams = FCollisionQueryParams(FName(TEXT("RV_Trace")), false, this); RV_TraceParams.bTraceAsyncScene = true; RV_TraceParams.bReturnPhysicalMaterial = false; InteractableItemInfo = FHitResult(ForceInit); // Line trace for interactable items GetWorld()->LineTraceSingleByChannel(InteractableItemInfo, StartVector, EndVector, ECollisionChannel::ECC_Camera, RV_TraceParams);}


Wew. Seit dem Exodus hier, aber nie gemerkt.

That was over a year ago now, I'm fine nowadays. I did switch dentists after that, because fuck that old fart. He should retire already.

Stay away from my bicycle you fucks.

Oh, welp.

Not until there is a Auschwitz equaling of the 6 million bicycle :^)

How do I solve this?

just be yourself

small scoop, open a doc/text or take a piece of paper write done the minium of your project, then organise it & make it. for here add what you want now that you have done the core of it

Divide long term goals into smaller ones.
Just finish one thing after another.

Pick the best prototype and keep slaving away at it until it's fun. Then get me to do the art for it.
Also this.

Can you do me some 15 thousand colored frames of animated sprites for my shitty fighting game? :^)

No.

You won't have to do it for free. I'll grant you a place in the credits for your work.

Ah, yes. Exposure. My favorite.

Nigger what the fuck are you doing

Throw all of your ideas to the trash and make something simpler, faggot.

Jokes aside, I'm more in need of a sound guy since I'm an IDE using artfag myself.

one functional feature at a time, bonus if you can make a minigame integrating two or three like my cooking system+faerie village with some kind of challenge or defeat state

I was just making up the most art intensive game I could think of to make a joke about people requesting free shit without realizing how much work goes into it.
The insane number of frames required is also the reason everyone makes 3D fightan now.

Thanks guise.


Can I see your skills?

Videos related. Some random prototypes.

Your second webm blows.

...

ok for one pathfinding doesn't really have anything to do with sfml but i guess it's relevant here since it means you are using c++
I don't really have a lot of time to explain right now so ill just post my code gitgud.io/greenman/rts.git most of the relevant code is in pathfinding.h it's based of an A* pathfinding toturial i found on redblobgames which was grid based but i adjusted it to be not grid based.
I basically use nonpassable objects to generate a graph of nodes around them and connect them with checks
The biggest bottleneck by far is generating the graph so it's great if the unpassable objects don't move
I'm planning on optimizing it further with spatial indexing but haven't gotten to it yet.
Let met know if you have any questions and i'll answer in an hour or two when i get back.

Why am I looking at a submachine clone?

Last thing I attempted making art for was a Wild Guns clone, but I haven't finished it. I'm unsure about the whole concept.

Because I love the franchise. Even considering I didn't play past the fifth one and I like Matheusz general work.

Also, good to know is so recognizable, I didn't copy a single asset from the series.


Looks real good

Looks good but remember to think about how well the player can read the scene and not just about aesthetics.
I'm talking about the projectiles, the rest is clear.

Thanks.
Wasn't thinking of that when I made them, you're right. I don't know if I'll keep working on this but I appreciate the critique.

I've played that entire series at least three times now, if your puzzles will be good you'd have at least one fan.
Not sure it being so recognisable is a good thing though, makes it likely most people will consider it a ripoff of Submachine instead of a game on it's own. I would make my own clone with 3D assets if I had ideas for puzzles. Something between Submachine and Myst.

Looking at some environments in Twilight Princess, thinking about environment design…
…And getting depressed because I'm realizing that creating 3D characters is a ton of work and even then the end product doesn't compare to AAA character models, and that creating 3D environments is a ton of work and even if a lot of effort is expended it won't compare to AAA environments.

I think the best option in these kinds of situations in general is to avoid competing directly with AAAs and instead figure out something unique that AAAs don't have. In this case I think that means spending less time on high-quality art and more time on gameplay.

But if you're looking to make a game about exploring, what then? Half the fun is the sight-seeing, and if the sight-seeing doesn't compare to the sight-seeing in AAA titles, well…There needs to be something else of interest other than just sight-seeing. Yume Nikki may have been fun back in the day, but nowadays there's plenty of AAA open-world games to give people the eye candy they desire.
If that 'something other than sight-seeing' is 'NPCs' or 'Enemies', the AAAs can beat you there, too, with their armies of character modelers.
Maybe I could make the game have more items the player could find and use and try to best them that way, I don't know.
Or maybe I could have less NPCs/Enemies, but give them infinitely more complex/interesting behavior than you see in most other games.
Programming is my strong suit, after all, and generally I think you should push your strengths in game dev.

Overall, it seems to me like a game that is less about exploring and more about action/interaction becomes more appropriate, then.

I don't know, really, just thinking out-loud.

Yume Nikki was exactly fun because it offered something people haven't seen before, even if it wasn't AAA quality. The problem with AAA eye candy is that it rarely deviates from the norm, so it's boring and predictable as hell.
Go crazy and make shit nobody has seen before. If you get creative and think it through you don't have to put in as much work as a huge studio.

Is there a way to use vector images in Unity?

Since you mentioned you are better with programming then the art you should really show of that capabilities in a "visible" manner, like better features, stability or so.

Looks like you are my nigger after all.

I doubt it will be as good as submachine, but at least I'll have fun finishing it

Who /rocks/ here?

minerable or just comestic?

Minerable.

There is, with varying degrees of usability depending on how much money you're willing to put down. There's multiple paid options on the asset store, and there's this:
github.com/MrJoy/UnitySVG - Free, open source, renders to texture at game-start (sp download stays small), but is based on outdated formats and thus might give bad results, and is pretty slow. You could look into fixing that though, it's libre.


Pics related. Now you got me hyped to make a puzzle game prototype, I haven't prototyped anything in a while. Thanks user.

thank you

neat

(checked)
Nice Reich dubs you've got there. :^)

still got time to make cupcakes today

And done, available resource for now are Ore and Crystal, (Small/Large) the crystal gives high value metal (HV-Metal) and the Ore just credits. I might do later a few more of such stuff to keep that Deep Ore Boring Device interesting.

And now I just have another idea for a Resource "Weapon":

can you awaken these crystals?

No but you can sell them instead to a well known middle eastern terrorist group in exchange for Scud missiles.

Freshly baked Christmas cookies famalan.

Hey man!

Thanks for this! This is really helpful.